extends Node2D enum { PAST, FUTURE } var type := PAST var blue_red_color := Color.BLUE var rate := Global.onion_skinning_past_rate func _draw() -> void: var project := Global.current_project if !Global.onion_skinning: return rate = Global.onion_skinning_past_rate if type == PAST else Global.onion_skinning_future_rate if rate <= 0: return var color := blue_red_color if Global.onion_skinning_blue_red else Color.WHITE var position_tmp := position var scale_tmp := scale if Global.mirror_view: position_tmp.x += project.size.x scale_tmp.x = -1 draw_set_transform(position_tmp, rotation, scale_tmp) for i in range(1, rate + 1): var change := project.current_frame change += i if type == FUTURE else -i if change == clampi(change, 0, project.frames.size() - 1): var layer_i := 0 for cel in project.frames[change].cels: var layer: BaseLayer = project.layers[layer_i] if layer.is_visible_in_hierarchy(): # Ignore layer if it has the "_io" suffix in its name (case in-sensitive) if not (layer.name.to_lower().ends_with("_io")): color.a = 0.6 / i if [change, layer_i] in project.selected_cels: draw_texture( cel.image_texture, Global.canvas.move_preview_location, color ) else: draw_texture(cel.image_texture, Vector2.ZERO, color) layer_i += 1 draw_set_transform(position, rotation, scale)