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Update AnimationTimeline.gd
formatting
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1 changed files with 5 additions and 6 deletions
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@ -104,13 +104,9 @@ func adjust_scroll_container():
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frame_scroll_container.rect_global_position.x
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- tag_scroll_container.rect_global_position.x
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)
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print(" ")
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tag_scroll_container.get_child(0).rect_min_size.x = Global.frame_hbox.rect_size.x
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Global.tag_container.rect_min_size = Global.frame_hbox.rect_size
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tag_scroll_container.scroll_horizontal = frame_scroll_bar.value
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print(tag_scroll_container.get_child(0).rect_min_size.x)
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print(Global.tag_container.rect_min_size)
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print(tag_scroll_container.scroll_horizontal)
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func _on_LayerFrameSplitContainer_gui_input(event: InputEvent) -> void:
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@ -499,7 +495,8 @@ func _on_AnimationTimer_timeout() -> void:
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project.frames[project.current_frame].duration
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* (1 / fps)
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)
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Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
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# Change the frame, change the wait time and start a cycle
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Global.animation_timer.start()
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else:
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match animation_loop:
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0: # No loop
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@ -583,7 +580,9 @@ func play_animation(play: bool, forward_dir: bool) -> void:
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if play:
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Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing
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var duration: float = Global.current_project.frames[Global.current_project.current_frame].duration
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var duration: float = (
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Global.current_project.frames[Global.current_project.current_frame].duration
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)
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var fps = Global.current_project.fps
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Global.animation_timer.wait_time = duration * (1 / fps)
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Global.animation_timer.start()
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