-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow duplicating animation sprites #67533
Conversation
This comment was marked as off-topic.
This comment was marked as off-topic.
} | ||
|
||
undo_redo->create_action(TTR("Duplicate Animation")); | ||
undo_redo->add_do_method(frames, "add_animation", name); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
It's not a big issue, but I wonder if it's the best to duplicate manually each property of the animation. If we add a property on SpriteFrames's animation, then this will break.
I think it would be better to modify the SpriteFrames.animations
property directly instead, that should make it future-proof.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
can you explain deeper please, I think I didnt got it! what I got was: create a for loop and execute each action like the animation was being created manually?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I mean, that's fine and it works. But if we someday add a new property to an animation, then it will break because you will be missing an action to copy the new property in the new create animation. So instead, I think you could use the SpriteFrames.animations
property instead.
It would be something like:
undo_redo->add_undo_property(frames, "animations", frames.animations);
// Find the animation to duplicate in the frames.animations array, put it in the duplicated_animation variable.
...
//
Array new_animations = frames.animations;
new_animations.push_back(duplicated_animation);
undo_redo->add_do_property(frames, "animations", new_animations);
But if you think it's too complex your solution works too, I don't mind much, it might just be a bit less future-proof.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Anyway, I will approve the PR anyway, I think it's good to merge as-is.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
SpriteFrames have a struct named Anim, so it's easy to duplicate everything at once. But this needs to be done in SpriteFrames, something like duplicate_animation(animation, new_animation)
and the code
void duplicate_animation(from, to) {
animation[to] = animations[from];
}
(structs are passed by value, so this should be enough)
this is not about duplicating frames, but rather, duplicate the entire animation, like creating a new one |
undo_redo->add_do_method(this, "_update_library"); | ||
undo_redo->add_undo_method(this, "_update_library"); | ||
|
||
// Not sure whether this part is needed/wanted (`_animation_add` is doing the same thing). |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
You should do something about this comment. Either use _animation_add()
here if it's possible, or add a FIXME or something.
Why was this closed? Are you going to open a new PR? |
yes! |
Implements #3942
PS:
duplicate_anim.mp4