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Animation Swapping
Descriptive summary of what the system is and what it does.
A script that handles all of the animation related aspects of the asset manager.
List of connecting/parent/subsystems.
Connecting Systems:
List of related controls.
Key(s): (Animation switch left and right arrows)
- When clicked, the current animation switches to either the next or previous animation that the selected entity has. Key(s): (Frame switch left and right arrows)
- When clicked, the current frame switches to either the next or previous frame that the selected animation has. Key(s): (Play/pause button)
- When clicked, the current animation in the preview either plays or pauses. Key(s): (Stop button)
- When clicked, the current animation stops and resets to the first frame. Key(s): (FPS SpinBox)
- When the FPS value is changed, the animation playing will change how fast it plays to reflect that FPS.
List of known bugs. Be descriptive but keep it brief!
- Bug 1
- Bug 2
List of features and descriptions within system.
Animation loading:
- Allows the user to open a file dialog and select a folder.
- All pngs within the folder will be copied over to the projects file system.
Animation previewing:
- Allows the user to see a loaded animation
- The user can change the FPS of the animation
- The user can manually switch through the frames
- The user can switch between the animations being previewed
Name the most important variables, their type, and what their purpose is
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currentLoadedAnimation : Aray[Texture2D]= The animation that is currently being previewed, loaded into an array to quickly switch between the frames. -
entityAnimations: Array[String]= Multiple arrays of strings representing the names of each entity's animations for searching the file system.
Name of the most important functions, their parameters, and what they do.
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func get_animation_from_folder(folderName : String) -> Array[Image]: Gets and returns an array of all images within a given folder. -
func replace_animation(newAnimationPath : String) -> void: Replaces the currently selected animation with one chosen via the file dialog. -
func anim_change(next : bool) -> void: Changes to the next or previous animation. -
func frame_change(next : bool) -> void: Changes to the next or previous frame. -
func update_animation_preview() -> void: Updates the animation preview to accurately reflect the information being provided.
List and description of upcoming work/risks.
Future Work:
- Implement the new animations actually applying to the entities in the project.
- Implement default animations for when the user does not apply their own.
Risks:
- Risk 1
A place for miscellaneous notes pertaining to this system.
- Note 1
- Subnote 1
- Note 2
Resources
Known Issues
Future Work
Globals
Managers
- Main Menu Manager
- Master Manager
- Camera Manager
- Hotkey Manager
- Import Export Manager
- Audio Manager
- Animation Manager
- PopUp Manager
UI
Managers
- Editor Manager
- Tile Manager
- Entity Manager
- Icon Manager
- Preview Manager
- Tool Manager
- Asset Manager
- Custom Cursor Manager
Tiles & Entities
- Grid Lines
- Preview Line
- Tiles & Entities
- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
Managers
Player