Added animation editor's particle list

This commit is contained in:
Maruno17
2023-10-18 16:48:28 +01:00
parent 193f01f70b
commit 7031698d85
10 changed files with 900 additions and 79 deletions

View File

@@ -19,7 +19,8 @@ module GameData
"Common" => :common, "OppCommon" => :opp_common}],
"Name" => [:name, "s"],
# TODO: Target (Screen, User, UserAndTarget, etc. Determines which focuses
# a particle can be given and whether "Target" particle exists).
# a particle can be given and whether "Target" particle exists). Or
# InvolvesTarget boolean (user and screen will always exist).
# TODO: DamageFrame (keyframe at which the battle continues, i.e. damage
# animations start playing).
"Flags" => [:flags, "*s"],
@@ -28,6 +29,7 @@ module GameData
# For individual particles. All actions should have "^" in them.
# TODO: If more "SetXYZ"/"MoveXYZ" properties are added, ensure the "SetXYZ"
# ones are given a duration of 0 in def validate_compiled_animation.
# Also add display names to def property_display_name.
SUB_SCHEMA = {
# These properties cannot be changed partway through the animation.
# TODO: "Name" isn't actually used; the name comes from the subsection
@@ -59,9 +61,7 @@ module GameData
# TODO: Remember that :visible defaults to false at the beginning for a
# particle, and becomes true automatically when the first command
# happens for that particle. For "User" and "Target", it defaults to
# true at the beginning instead. This affects the display of the
# particle's timeline and canvas sprite in the editor, as well as
# the animation player.
# true at the beginning instead.
"SetVisible" => [:visible, "^ub"],
"SetOpacity" => [:opacity, "^uu"],
"MoveOpacity" => [:opacity, "^uuu"]