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7429a95c23
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1 changed files with 4 additions and 7 deletions
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@ -280,7 +280,6 @@ func _on_CopyFrame_pressed() -> void:
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func copy_frames(indices := [], destination := -1) -> void:
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var project: Project = Global.current_project
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if indices.size() == 0:
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indices.append(project.current_frame)
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@ -290,7 +289,6 @@ func copy_frames(indices := [], destination := -1) -> void:
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copied_indices = range(destination + 1, (destination + 1) + indices.size())
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else:
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copied_indices = range(indices[-1] + 1, indices[-1] + 1 + indices.size())
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var new_animation_tags := project.animation_tags.duplicate()
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# Loop through the tags to create new classes for them, so that they won't be the same
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# as project.animation_tags's classes. Needed for undo/redo to work properly.
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@ -301,10 +299,8 @@ func copy_frames(indices := [], destination := -1) -> void:
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new_animation_tags[i].from,
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new_animation_tags[i].to
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)
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project.undos += 1
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project.undo_redo.create_action("Add Frame")
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for f in indices:
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var new_frame := Frame.new()
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copied_frames.append(new_frame)
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@ -495,8 +491,7 @@ 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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# Change the frame, change the wait time and start a cycle
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Global.animation_timer.start()
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Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
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else:
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match animation_loop:
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0: # No loop
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@ -580,7 +575,9 @@ 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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