Closed Duroxxigar closed 4 years ago
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Godot version: 3.2
Issue description: Cannot use built-in state machine with the AnimatedSprite node. With the changes coming to the AnimatedSprite node in regards to handling spritesheets; we should be able to use the built-in state machine with the AnimatedSprite node.
Current workflow with spritesheets is to have a Sprite node and AnimationPlayer, with the AnimationPlayer cycling through the Frame property in the Sprite node. Reduz has expressed the intent to remove this workflow by getting rid of the Frame property in the Sprite node. By doing this, we will only be able to use the AnimatedSprite node for spritesheets. However, the built-in state machine requires an AnimationPlayer in order to grab the animations from. The AnimatedSprite node handles the animations in this context.
Without a change to accommodate this change in workflow, we will end up having to use an AnimatedSprite and AnimationPlayer node in order to use the built-in state machine. Effectively recreating the current workflow anyway.
I would think it would make sense for the built-in state machine to be able to select the AnimatedSprite node and automatically pull in the animations that are saved in that node.
(Somewhat similar to #29403 )