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https://github.com/infinitefusion/infinitefusion-e18.git
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Anim Editor: added NoUser property, added buttons to duplicate/delete particle and delete single commands
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@@ -430,7 +430,7 @@ class AnimationEditor::Canvas < Sprite
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end
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@anim[:particles].each_with_index do |particle, i|
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if GameData::Animation::FOCUS_TYPES_WITH_TARGET.include?(particle[:focus])
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refresh_particle(i)
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refresh_particle(i) # Because there can be multiple targets
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else
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refresh_sprite(i) if particle[:name] != "SE"
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end
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@@ -7,7 +7,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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TIMELINE_HEIGHT = 24 - VIEWPORT_SPACING
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LIST_X = 0
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LIST_Y = TIMELINE_HEIGHT + VIEWPORT_SPACING
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LIST_WIDTH = 150 - VIEWPORT_SPACING
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LIST_WIDTH = 180 - VIEWPORT_SPACING
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COMMANDS_X = LIST_WIDTH + VIEWPORT_SPACING
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COMMANDS_Y = LIST_Y
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@@ -83,7 +83,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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@particle_line_sprite.oy = @particle_line_sprite.height / 2
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@particle_line_sprite.bitmap.fill_rect(0, 0, @particle_line_sprite.bitmap.width, @particle_line_sprite.bitmap.height, Color.red)
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# Buttons and button bitmaps
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initialze_button_bitmaps
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initialize_button_bitmaps
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@controls = []
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add_particle_button = UIControls::BitmapButton.new(x + 1, y + 1, viewport, @add_button_bitmap)
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add_particle_button.set_interactive_rects
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@@ -113,7 +113,7 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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@commands = {}
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end
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def initialze_button_bitmaps
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def initialize_button_bitmaps
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@add_button_bitmap = Bitmap.new(12, 12)
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@add_button_bitmap.fill_rect(1, 5, 10, 2, TEXT_COLOR)
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@add_button_bitmap.fill_rect(5, 1, 2, 10, TEXT_COLOR)
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@@ -529,9 +529,6 @@ class AnimationEditor::ParticleList < UIControls::BaseControl
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end
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end
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# TODO: Add indicator that this is selected (if so). Some kind of arrow on the
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# left, or a red horizontal line (like the keyframe's vertical line), or
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# fill_rect with colour instead of outline_rect?
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def refresh_particle_list_sprite(index)
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spr = @list_sprites[index]
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return if !spr
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