Anim Editor: added more animation interpolation types, greyed out timeline that isn't part of the animation

This commit is contained in:
Maruno17
2024-03-12 19:11:51 +00:00
parent f0fae4b9ec
commit ae32d59eb9
7 changed files with 117 additions and 32 deletions

View File

@@ -215,7 +215,10 @@ class AnimationEditor
commands_pane.add_labelled_number_slider(:z, _INTL("Priority"), -50, 50, 0)
# TODO: If the graphic is user's sprite/target's sprite, make :frame instead
# a choice of front/back/same as the main sprite/opposite of the main
# sprite. Will need two controls in the same space.
# sprite. Will need two controls in the same space, which is doable.
# Will also need to change the graphic chooser to only have "user"/
# "target" options rather than all the variants that this control
# would manage.
commands_pane.add_labelled_number_text_box(:frame, _INTL("Frame"), 0, 99, 0)
commands_pane.add_labelled_checkbox(:visible, _INTL("Visible"), true)
commands_pane.add_labelled_number_slider(:opacity, _INTL("Opacity"), 0, 255, 255)
@@ -317,6 +320,8 @@ class AnimationEditor
def set_animation_properties_contents
anim_properties = @components[:animation_properties]
anim_properties.add_header_label(:header, _INTL("Animation properties"))
# Create "usable in battle" control
anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
# Create animation type control
anim_properties.add_labelled_dropdown_list(:type, _INTL("Animation type"), {
:move => _INTL("Move"),
@@ -341,8 +346,6 @@ class AnimationEditor
anim_properties.add_labelled_checkbox(:has_target, _INTL("Involves a target?"), true)
# Create flags control
# TODO: List, TextBox and some Buttons to add/delete.
# Create "usable in battle" control
anim_properties.add_labelled_checkbox(:usable, _INTL("Can be used in battle?"), true)
anim_properties.add_button(:close, _INTL("Close"))
anim_properties.visible = false
end
@@ -420,6 +423,8 @@ class AnimationEditor
# TODO: Ideally be able to independently choose base graphics, which will
# be a separate setting here.
:canvas_bg => "indoor1",
# NOTE: These sprite names are also used in Pokemon.play_cry and so should
# be a species ID (being a string is fine).
:user_sprite_name => "ARCANINE",
:target_sprite_name => "ABOMASNOW"
}