diff options
Diffstat (limited to 'scene/animation/animation_player.cpp')
-rw-r--r-- | scene/animation/animation_player.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 587485669e..6c870682a6 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -44,7 +44,7 @@ void AnimatedValuesBackup::update_skeletons() { for (int i = 0; i < entries.size(); i++) { if (entries[i].bone_idx != -1) { // 3D bone - Object::cast_to<Skeleton>(entries[i].object)->notification(Skeleton::NOTIFICATION_UPDATE_SKELETON); + Object::cast_to<Skeleton3D>(entries[i].object)->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); } else { Bone2D *bone = Object::cast_to<Bone2D>(entries[i].object); if (bone && bone->skeleton) { @@ -252,9 +252,9 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) { ObjectID id = resource.is_valid() ? resource->get_instance_id() : child->get_instance_id(); int bone_idx = -1; - if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton>(child)) { + if (a->track_get_path(i).get_subname_count() == 1 && Object::cast_to<Skeleton3D>(child)) { - Skeleton *sk = Object::cast_to<Skeleton>(child); + Skeleton3D *sk = Object::cast_to<Skeleton3D>(child); bone_idx = sk->find_bone(a->track_get_path(i).get_subname(0)); if (bone_idx == -1) { @@ -283,9 +283,9 @@ void AnimationPlayer::_ensure_node_caches(AnimationData *p_anim) { // special cases and caches for transform tracks // cache spatial - p_anim->node_cache[i]->spatial = Object::cast_to<Spatial>(child); + p_anim->node_cache[i]->spatial = Object::cast_to<Node3D>(child); // cache skeleton - p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton>(child); + p_anim->node_cache[i]->skeleton = Object::cast_to<Skeleton3D>(child); if (p_anim->node_cache[i]->skeleton) { if (a->track_get_path(i).get_subname_count() == 1) { StringName bone_name = a->track_get_path(i).get_subname(0); @@ -1612,7 +1612,7 @@ void AnimationPlayer::restore_animated_values(const AnimatedValuesBackup &p_back if (entry->bone_idx == -1) { entry->object->set_indexed(entry->subpath, entry->value); } else { - Object::cast_to<Skeleton>(entry->object)->set_bone_pose(entry->bone_idx, entry->value); + Object::cast_to<Skeleton3D>(entry->object)->set_bone_pose(entry->bone_idx, entry->value); } } } |