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formatting

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Variable 2023-05-17 14:35:05 +05:00 committed by GitHub
parent 7429a95c23
commit fe21da6938
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@ -280,7 +280,6 @@ func _on_CopyFrame_pressed() -> void:
func copy_frames(indices := [], destination := -1) -> void: func copy_frames(indices := [], destination := -1) -> void:
var project: Project = Global.current_project var project: Project = Global.current_project
if indices.size() == 0: if indices.size() == 0:
indices.append(project.current_frame) indices.append(project.current_frame)
@ -290,7 +289,6 @@ func copy_frames(indices := [], destination := -1) -> void:
copied_indices = range(destination + 1, (destination + 1) + indices.size()) copied_indices = range(destination + 1, (destination + 1) + indices.size())
else: else:
copied_indices = range(indices[-1] + 1, indices[-1] + 1 + indices.size()) copied_indices = range(indices[-1] + 1, indices[-1] + 1 + indices.size())
var new_animation_tags := project.animation_tags.duplicate() var new_animation_tags := project.animation_tags.duplicate()
# Loop through the tags to create new classes for them, so that they won't be the same # Loop through the tags to create new classes for them, so that they won't be the same
# as project.animation_tags's classes. Needed for undo/redo to work properly. # as project.animation_tags's classes. Needed for undo/redo to work properly.
@ -301,10 +299,8 @@ func copy_frames(indices := [], destination := -1) -> void:
new_animation_tags[i].from, new_animation_tags[i].from,
new_animation_tags[i].to new_animation_tags[i].to
) )
project.undos += 1 project.undos += 1
project.undo_redo.create_action("Add Frame") project.undo_redo.create_action("Add Frame")
for f in indices: for f in indices:
var new_frame := Frame.new() var new_frame := Frame.new()
copied_frames.append(new_frame) copied_frames.append(new_frame)
@ -495,8 +491,7 @@ func _on_AnimationTimer_timeout() -> void:
project.frames[project.current_frame].duration project.frames[project.current_frame].duration
* (1 / fps) * (1 / fps)
) )
# Change the frame, change the wait time and start a cycle Global.animation_timer.start() # Change the frame, change the wait time and start a cycle
Global.animation_timer.start()
else: else:
match animation_loop: match animation_loop:
0: # No loop 0: # No loop
@ -580,7 +575,9 @@ func play_animation(play: bool, forward_dir: bool) -> void:
if play: if play:
Global.animation_timer.set_one_shot(true) # wait_time can't change correctly if it's playing 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 var fps = Global.current_project.fps
Global.animation_timer.wait_time = duration * (1 / fps) Global.animation_timer.wait_time = duration * (1 / fps)
Global.animation_timer.start() Global.animation_timer.start()