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Combined overwriting code from the new animation editor files
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103
Data/Scripts/021_Compiler/005_Compiler_WriteAnimations.rb
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103
Data/Scripts/021_Compiler/005_Compiler_WriteAnimations.rb
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module Compiler
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module_function
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def write_all_battle_animations
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# Delete all existing .txt files in the PBS/Animations/ folder
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files_to_delete = get_animation_pbs_files_to_compile
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files_to_delete.each { |path| File.delete(path) }
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# Get all files that need writing
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paths = []
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GameData::Animation.each { |anim| paths.push(anim.pbs_path) if !paths.include?(anim.pbs_path) }
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idx = 0
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# Write each file in turn
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paths.each do |path|
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Graphics.update if idx % 500 == 0
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idx += 1
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write_battle_animation_file(path)
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end
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end
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def write_battle_animation_file(path)
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schema = GameData::Animation.schema
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sub_schema = GameData::Animation.sub_schema
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write_pbs_file_message_start(path)
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# Create all subfolders needed
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dirs = ("PBS/Animations/" + path).split("/")
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dirs.pop # Remove the filename
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dirs.length.times do |i|
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dir_string = dirs[0..i].join("/")
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if !FileTest.directory?(dir_string)
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Dir.mkdir(dir_string) rescue nil
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end
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end
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# Write file
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File.open("PBS/Animations/" + path + ".txt", "wb") do |f|
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add_PBS_header_to_file(f)
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# Write each element in turn
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GameData::Animation.each do |element|
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next if element.pbs_path != path
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f.write("\#-------------------------------\r\n")
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if schema["SectionName"]
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f.write("[")
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pbWriteCsvRecord(element.get_property_for_PBS("SectionName"), f, schema["SectionName"])
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f.write("]\r\n")
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else
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f.write("[#{element.id}]\r\n")
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end
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# Write each animation property
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schema.each_key do |key|
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next if ["SectionName", "Particle"].include?(key)
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val = element.get_property_for_PBS(key)
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next if val.nil?
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f.write(sprintf("%s = ", key))
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pbWriteCsvRecord(val, f, schema[key])
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f.write("\r\n")
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end
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# Write each particle in turn
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element.particles.each_with_index do |particle, i|
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# Write header
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f.write("<" + particle[:name] + ">")
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f.write("\r\n")
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# Write one-off particle properties
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sub_schema.each_pair do |key, val|
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next if val[1][0] == "^"
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val = element.get_particle_property_for_PBS(key, i)
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next if val.nil?
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f.write(sprintf(" %s = ", key))
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pbWriteCsvRecord(val, f, sub_schema[key])
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f.write("\r\n")
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end
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# Write particle commands (in keyframe order)
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cmds = element.get_particle_property_for_PBS("AllCommands", i)
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cmds.each do |cmd|
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if cmd[2] == 0 # Duration of 0
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f.write(sprintf(" %s = ", cmd[0]))
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new_cmd = cmd[1..-1]
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new_cmd.delete_at(1)
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pbWriteCsvRecord(new_cmd, f, sub_schema[cmd[0]])
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f.write("\r\n")
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else # Has a duration
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f.write(sprintf(" %s = ", cmd[0]))
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pbWriteCsvRecord(cmd[1..-1], f, sub_schema[cmd[0]])
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f.write("\r\n")
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end
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end
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end
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end
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end
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process_pbs_file_message_end
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end
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end
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#===============================================================================
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# Debug menu function for writing all animation PBS files. Shouldn't need to be
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# used, but it's here if you want it.
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#===============================================================================
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# MenuHandlers.add(:debug_menu, :create_animation_pbs_files, {
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# "name" => _INTL("Write all animation PBS files"),
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# "parent" => :files_menu,
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# "description" => _INTL("Write all animation PBS files."),
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# "effect" => proc {
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# Compiler.write_all_battle_animations
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# }
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# })
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