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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-23 20:36:53 +01:00
parent
8c662ff234
commit
6c004dcad2
@ -240,14 +240,20 @@ Array SpriteFrames::_get_frames() const {
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Array SpriteFrames::_get_animations() const {
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Array anims;
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for (Map<StringName, Anim>::Element *E = animations.front(); E; E = E->next()) {
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List<StringName> sorted_names;
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get_animation_list(&sorted_names);
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sorted_names.sort_custom<StringName::AlphCompare>();
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for (List<StringName>::Element *E = sorted_names.front(); E; E = E->next()) {
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const Anim &anim = animations[E->get()];
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Dictionary d;
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d["name"] = E->key();
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d["speed"] = E->get().speed;
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d["loop"] = E->get().loop;
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d["name"] = E->get();
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d["speed"] = anim.speed;
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d["loop"] = anim.loop;
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Array frames;
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for (int i = 0; i < E->get().frames.size(); i++) {
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frames.push_back(E->get().frames[i]);
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for (int i = 0; i < anim.frames.size(); i++) {
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frames.push_back(anim.frames[i]);
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}
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d["frames"] = frames;
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anims.push_back(d);
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@ -255,6 +261,7 @@ Array SpriteFrames::_get_animations() const {
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return anims;
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}
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void SpriteFrames::_set_animations(const Array &p_animations) {
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animations.clear();
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for (int i = 0; i < p_animations.size(); i++) {
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@ -320,12 +327,12 @@ void SpriteFrames::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_set_frames"), &SpriteFrames::_set_frames);
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ClassDB::bind_method(D_METHOD("_get_frames"), &SpriteFrames::_get_frames);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); //compatibility
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "frames", PROPERTY_HINT_NONE, "", 0), "_set_frames", "_get_frames"); // Compatibility with Godot 2.1.
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ClassDB::bind_method(D_METHOD("_set_animations"), &SpriteFrames::_set_animations);
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ClassDB::bind_method(D_METHOD("_get_animations"), &SpriteFrames::_get_animations);
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations"); //compatibility
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "animations", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_animations", "_get_animations");
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}
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SpriteFrames::SpriteFrames() {
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