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