diff --git a/src/UI/Timeline/AnimationTimeline.gd b/src/UI/Timeline/AnimationTimeline.gd index 97789224f..3f9804948 100644 --- a/src/UI/Timeline/AnimationTimeline.gd +++ b/src/UI/Timeline/AnimationTimeline.gd @@ -104,13 +104,9 @@ func adjust_scroll_container(): frame_scroll_container.rect_global_position.x - tag_scroll_container.rect_global_position.x ) - print(" ") tag_scroll_container.get_child(0).rect_min_size.x = Global.frame_hbox.rect_size.x Global.tag_container.rect_min_size = Global.frame_hbox.rect_size tag_scroll_container.scroll_horizontal = frame_scroll_bar.value - print(tag_scroll_container.get_child(0).rect_min_size.x) - print(Global.tag_container.rect_min_size) - print(tag_scroll_container.scroll_horizontal) func _on_LayerFrameSplitContainer_gui_input(event: InputEvent) -> void: @@ -499,7 +495,8 @@ func _on_AnimationTimer_timeout() -> void: project.frames[project.current_frame].duration * (1 / fps) ) - Global.animation_timer.start() # Change the frame, change the wait time and start a cycle + # Change the frame, change the wait time and start a cycle + Global.animation_timer.start() else: match animation_loop: 0: # No loop @@ -583,7 +580,9 @@ func play_animation(play: bool, forward_dir: bool) -> void: if play: Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing - var duration: float = Global.current_project.frames[Global.current_project.current_frame].duration + var duration: float = ( + Global.current_project.frames[Global.current_project.current_frame].duration + ) var fps = Global.current_project.fps Global.animation_timer.wait_time = duration * (1 / fps) Global.animation_timer.start()