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Pixelorama/src/UI/Canvas/CanvasPreview.gd

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GDScript3
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extends Node2D
var frame : int = 0
onready var animation_timer : Timer = $AnimationTimer
func _draw() -> void:
var current_project : Project = Global.current_project
if frame >= current_project.frames.size():
frame = current_project.current_frame
$AnimationTimer.wait_time = Global.current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
if animation_timer.is_stopped():
frame = current_project.current_frame
var current_cels : Array = current_project.frames[frame].cels
# Draw current frame layers
for i in range(current_cels.size()):
var modulate_color := Color(1, 1, 1, current_cels[i].opacity)
if i < current_project.layers.size() and current_project.layers[i].visible:
draw_texture(current_cels[i].image_texture, Vector2.ZERO, modulate_color)
func _on_AnimationTimer_timeout() -> void:
var current_project : Project = Global.current_project
if frame < current_project.frames.size() - 1:
frame += 1
else:
frame = 0
$AnimationTimer.set_one_shot(true)
$AnimationTimer.wait_time = Global.current_project.frame_duration[frame] * (1 / Global.animation_timeline.fps)
$AnimationTimer.start()
update()