fix animation looping bug
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@@ -231,16 +231,20 @@ class _ExampleWidgetState extends State<ExampleWidget> {
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}, "animate cube morph weights #1 and #2"),
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_item(() {
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_filamentController.setMaterialColor(_cube!, "Cone", 0, Colors.purple);
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}, "set cone material color to purple")
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}, "set cone material color to purple"),
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_item(() {
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_loop = !_loop;
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setState(() {});
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}, "toggle animation looping ${_loop ? "OFF" : "ON"}")
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];
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if (_animations != null) {
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children.addAll(_animations!.map((a) => _item(() {
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_filamentController.playAnimation(_cube!, _animations!.indexOf(a),
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replaceActive: true, crossfade: 0.5);
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replaceActive: true, crossfade: 0.5, loop: _loop);
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}, "play animation ${_animations!.indexOf(a)} (replace/fade)")));
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children.addAll(_animations!.map((a) => _item(() {
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_filamentController.playAnimation(_cube!, _animations!.indexOf(a),
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replaceActive: false);
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replaceActive: false, loop: _loop);
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}, "play animation ${_animations!.indexOf(a)} (noreplace)")));
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}
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@@ -268,9 +272,7 @@ class _ExampleWidgetState extends State<ExampleWidget> {
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// _item(36 () async { 'play animation 3'),
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// _item(34 () async { 'play animation 3 (noreplace)'),
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// _item(37 () async { 'stop animation 0'),
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// _item(11 () async {
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// Text(
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// _loop ? "don't loop animation" : "loop animation")),
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// _item(14 () async { 'set camera'),
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// _item(15 () async { 'animate weights'),
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// _item(16 () async { 'get target names'),
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