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Anim Editor: added more animation interpolation types, greyed out timeline that isn't part of the animation
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@@ -215,7 +215,10 @@ class AnimationEditor
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commands_pane.add_labelled_number_slider(:z, _INTL("Priority"), -50, 50, 0)
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# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
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# a choice of front/back/same as the main sprite/opposite of the main
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# sprite. Will need two controls in the same space.
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# sprite. Will need two controls in the same space, which is doable.
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# Will also need to change the graphic chooser to only have "user"/
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# "target" options rather than all the variants that this control
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# would manage.
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commands_pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
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commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
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commands_pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
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@@ -317,6 +320,8 @@ class AnimationEditor
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def set_animation_properties_contents
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anim_properties = @components[:animation_properties]
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anim_properties.add_header_label(:header, _INTL("Animation properties"))
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# Create "usable in battle" control
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anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
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# Create animation type control
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anim_properties.add_labelled_dropdown_list(:type, _INTL("Animation type"), {
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:move => _INTL("Move"),
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@@ -341,8 +346,6 @@ class AnimationEditor
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anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
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# Create flags control
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# TODO: List, TextBox and some Buttons to add/delete.
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# Create "usable in battle" control
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anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
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anim_properties.add_button(:close, _INTL("Close"))
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anim_properties.visible = false
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end
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@@ -420,6 +423,8 @@ class AnimationEditor
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# TODO: Ideally be able to independently choose base graphics, which will
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# be a separate setting here.
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:canvas_bg => "indoor1",
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# NOTE: These sprite names are also used in Pokemon.play_cry and so should
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# be a species ID (being a string is fine).
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:user_sprite_name => "ARCANINE",
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:target_sprite_name => "ABOMASNOW"
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}
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