Animations blend out on Stop and at the end of Once (reset), and Play can restart a running animation (#106)
Stop animation gets a blend (s) port that fades the animation back to what lies underneath. Play animation gets blend out (s) for Once (reset) and a restart port that starts a running, paused or fading animation from frame 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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import { pauseAnimation, playAnimation, stopAnimation } from '../../../model/animation';
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import type { NodeDef, PortDef } from '../../NodeRegistry';
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import { asEntity, asNumber, asString } from '../../values';
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import { exec, num, obj, withDefault } from '../shared';
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import { asBoolean, asEntity, asNumber, asString } from '../../values';
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import { bool, exec, num, obj, withDefault } from '../shared';
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/**
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* The `animation` input of the three animation nodes; unconnected it shows the animation picker, the
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@@ -22,14 +22,31 @@ export const PlayAnimation: NodeDef = {
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'Plays an animation on an object: its rows reach the object and what is placed inside it, so every ' +
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'instance plays on its own. A paused one runs on from where it stands; one already running keeps its ' +
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'frame but wins again over the others on the object. Blend fades numbers and colours over that many ' +
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'seconds from what they held when it took over; everything else switches at once.',
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inputs: [exec(), obj('object'), animationPort(), withDefault(num('blend', 'blend (s)'), 0)],
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'seconds from what they held when it took over; everything else switches at once. Blend out is for ' +
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'Once (reset): when its frames run out it fades back to where it started over that many seconds. ' +
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'Restart starts one already running or paused over from its first frame – blended in from where it ' +
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'stands when Blend is set.',
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inputs: [
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exec(),
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obj('object'),
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animationPort(),
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withDefault(num('blend', 'blend (s)'), 0),
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withDefault(num('blendOut', 'blend out (s)'), 0),
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withDefault(bool('restart'), false),
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],
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outputs: [exec()],
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params: [],
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run: (_ctx, inputs) => {
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const target = asEntity(inputs.object);
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const animation = asString(inputs.animation);
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if (target && animation) playAnimation(target, animation, Math.max(0, asNumber(inputs.blend)));
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if (target && animation)
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playAnimation(
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target,
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animation,
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Math.max(0, asNumber(inputs.blend)),
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Math.max(0, asNumber(inputs.blendOut)),
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asBoolean(inputs.restart),
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);
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return { next: 'exec' };
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},
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};
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@@ -39,13 +56,15 @@ export const StopAnimation: NodeDef = {
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label: 'Stop animation',
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category: 'action',
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description:
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'Ends an animation on an object where it stands – the values it set stay. Leave Animation at None to end every one.',
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inputs: [exec(), obj('object'), animationPort()],
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'Ends an animation on an object where it stands – the values it set stay. With a blend it fades out ' +
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'over that many seconds instead, back to what another animation sets there or else to what the ' +
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'values were when it started. Leave Animation at None to end every one.',
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inputs: [exec(), obj('object'), animationPort(), withDefault(num('blend', 'blend (s)'), 0)],
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outputs: [exec()],
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params: [],
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run: (_ctx, inputs) => {
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const target = asEntity(inputs.object);
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if (target) stopAnimation(target, asString(inputs.animation));
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if (target) stopAnimation(target, asString(inputs.animation), Math.max(0, asNumber(inputs.blend)));
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return { next: 'exec' };
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},
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};
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