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Description
We want to set animation sprites per direction, based on the direction the player is facing, using the following mockup:
Green outline: where the user can manage these offsets. The list is auto-populated with the directions a player can look in (4 or 8 directions, depending on the server settings)
Red outline: the original Revert Changes button which is now made smaller. Add a tooltip that says: Revert changes
- The dropdown should be grouped and then sorted using the current culture (not invariant or ordinal):
- Names that contain the original animation name will be grouped first (e.g.
fireball_upcontainsfireball, butfireis contained byfireball)- Names in this group should be additionally subgrouped by the difference in number of underscores from the original animation name (e.g.
fireball_upis sorted beforefireball_down_rightbecausefireball_uphas 1 underscore and is considered "more similar" to the original namefireball)
- Names in this group should be additionally subgrouped by the difference in number of underscores from the original animation name (e.g.
- Names that are contained by the original animation name will be grouped second
- Names should be additionally subgrouped by their
IndexOf()value in the original name (e.g.fireis sorted beforeballbecausefireis at index 0 infireballwhileballis at index 4, andreballwould be sorted beforeballas well because its index would be 2).
- Names should be additionally subgrouped by their
- All other names, sorted solely according to the current culture, no subgroups
- Names that contain the original animation name will be grouped first (e.g.
Partial text from the original suggestion posted by da-rulez November 4, 2023:
Right now the animation system works perfectly fine for animations that play directly on the player, but making animations for spells that need to rotate and aren't centered is often very hard, and sometimes impossible.
I propose that we make this easier, and at the same time make troubleshooting any animation easier as well:
New option to display an entity in the animation preview box, so you can see how it will look like on that entity (obviously this would need to render in the same way as it does ingame) -> Preview Sprite button is where you can set a graphic.
This selection works similar to setting an event graphic, you can select any frame from any entity animation:

