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Anim Editor: added interpolation editing
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@@ -41,8 +41,8 @@ module GameData
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"None" => :none,
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"Linear" => :linear,
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"EaseIn" => :ease_in,
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"EaseOut" => :ease_out,
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"EaseBoth" => :ease_both
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"EaseBoth" => :ease_both,
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"EaseOut" => :ease_out
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}
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USER_AND_TARGET_SEPARATION = [200, -200, -100] # x, y, z (from user to target)
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@@ -66,7 +66,7 @@ module GameData
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# change during the animation.
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# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
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# ones are given a duration of 0 in def validate_compiled_animation.
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# Also add display names to def property_display_name.
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# Also add display names to def self.property_display_name.
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SUB_SCHEMA = {
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# These properties cannot be changed partway through the animation.
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# NOTE: "Name" isn't a property here, because the particle's name comes
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@@ -162,6 +162,30 @@ module GameData
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:target_cry => nil
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}
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def self.property_display_name(property)
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return {
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:frame => _INTL("Frame"),
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:blending => _INTL("Blending"),
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:flip => _INTL("Flip"),
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:x => _INTL("X"),
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:y => _INTL("Y"),
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:z => _INTL("Priority"),
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:zoom_x => _INTL("Zoom X"),
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:zoom_y => _INTL("Zoom Y"),
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:angle => _INTL("Angle"),
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:visible => _INTL("Visible"),
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:opacity => _INTL("Opacity")
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}[property] || property.capitalize
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end
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def self.property_can_interpolate?(property)
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return false if !property
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SUB_SCHEMA.each_value do |prop|
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return true if prop[0] == property && prop[5] && prop[5] == INTERPOLATION_TYPES
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end
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return false
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end
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@@cmd_to_pbs_name = nil # Used for writing animation PBS files
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extend ClassMethodsIDNumbers
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