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Added AnimationTag class
Replaces nested Global.animation_tags arrays. Also replaced array.duplicate(true) with looping through the array and creating a new class for each array element, because duplicate(true) does not create new classes, unfortunately, which was causing issues with undo/redo.
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e229ad1519
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14 changed files with 134 additions and 83 deletions
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@ -147,8 +147,8 @@ func process_spritesheet() -> void:
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# Range of frames determined by tags
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var frames := []
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if frame_current_tag > 0:
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var frame_start = Global.animation_tags[frame_current_tag - 1][2]
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var frame_end = Global.animation_tags[frame_current_tag - 1][3]
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var frame_start = Global.animation_tags[frame_current_tag - 1].from
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var frame_end = Global.animation_tags[frame_current_tag - 1].to
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frames = Global.canvases.slice(frame_start-1, frame_end-1, 1, true)
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else:
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frames = Global.canvases
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@ -283,8 +283,8 @@ func get_proccessed_image_animation_tag_and_start_id(processed_image_id : int) -
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for animation_tag in Global.animation_tags:
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# Check if processed image is in frame tag and assign frame tag and start id if yes
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# Then stop
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if (processed_image_id + 1) >= animation_tag[2] and (processed_image_id + 1) <= animation_tag[3]:
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result_animation_tag_and_start_id = [animation_tag[0], animation_tag[2]]
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if (processed_image_id + 1) >= animation_tag.from and (processed_image_id + 1) <= animation_tag.to:
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result_animation_tag_and_start_id = [animation_tag.name, animation_tag.from]
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break
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return result_animation_tag_and_start_id
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@ -454,7 +454,7 @@ func create_frame_tag_list() -> void:
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# Repopulate list with current tag list
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for item in Global.animation_tags:
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frame_container.add_item(item[0])
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frame_container.add_item(item.name)
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func store_export_settings() -> void:
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