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Tweak the name for new animations in the editor

- Use snake_case to "suggest" the naming that fits the Godot style guide.
- Fully spell out "new_animation" since both editors can fit it in full.
- Don't internationalize the new animation name to have consistent
  behavior between both editors.
  - Since the recommendation is to follow snake_case, special characters
    should also be avoided in the name to make animations easier to refer
    to in code.
This commit is contained in:
Hugo Locurcio
2021-05-09 09:06:37 +02:00
parent 98d5b37a4c
commit 23dcc3345b
2 changed files with 4 additions and 4 deletions

View File

@@ -304,7 +304,7 @@ void AnimationPlayerEditor::_animation_selected(int p_which) {
void AnimationPlayerEditor::_animation_new() { void AnimationPlayerEditor::_animation_new() {
int count = 1; int count = 1;
String base = TTR("New Anim"); String base = "new_animation";
String current_library_name = ""; String current_library_name = "";
if (animation->has_selectable_items()) { if (animation->has_selectable_items()) {
String current_animation_name = animation->get_item_text(animation->get_selected()); String current_animation_name = animation->get_item_text(animation->get_selected());
@@ -317,7 +317,7 @@ void AnimationPlayerEditor::_animation_new() {
while (true) { while (true) {
String attempt = base; String attempt = base;
if (count > 1) { if (count > 1) {
attempt += " (" + itos(count) + ")"; attempt += vformat("_%d", count);
} }
if (player->has_animation(attempt_prefix + attempt)) { if (player->has_animation(attempt_prefix + attempt)) {
count++; count++;

View File

@@ -756,11 +756,11 @@ void SpriteFramesEditor::_animation_name_edited() {
} }
void SpriteFramesEditor::_animation_add() { void SpriteFramesEditor::_animation_add() {
String name = "New Anim"; String name = "new_animation";
int counter = 0; int counter = 0;
while (frames->has_animation(name)) { while (frames->has_animation(name)) {
counter++; counter++;
name = "New Anim " + itos(counter); name = vformat("new_animation_%d", counter);
} }
List<Node *> nodes; List<Node *> nodes;