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Reset state of SkeletonModification2D when loaded from cache
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@ -233,6 +233,11 @@ void SkeletonModification2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "execution_mode", PROPERTY_HINT_ENUM, "process,physics_process"), "set_execution_mode", "get_execution_mode");
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}
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}
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void SkeletonModification2D::reset_state() {
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stack = nullptr;
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is_setup = false;
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}
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SkeletonModification2D::SkeletonModification2D() {
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SkeletonModification2D::SkeletonModification2D() {
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stack = nullptr;
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stack = nullptr;
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is_setup = false;
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is_setup = false;
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@ -57,6 +57,8 @@ protected:
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bool _print_execution_error(bool p_condition, String p_message);
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bool _print_execution_error(bool p_condition, String p_message);
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virtual void reset_state() override;
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GDVIRTUAL1(_execute, double)
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GDVIRTUAL1(_execute, double)
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GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
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GDVIRTUAL1(_setup_modification, Ref<SkeletonModificationStack2D>)
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GDVIRTUAL0(_draw_editor_gizmo)
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GDVIRTUAL0(_draw_editor_gizmo)
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