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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:
@@ -304,7 +304,7 @@ void AnimationPlayerEditor::_animation_selected(int p_which) {
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void AnimationPlayerEditor::_animation_new() {
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void AnimationPlayerEditor::_animation_new() {
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int count = 1;
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int count = 1;
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String base = TTR("New Anim");
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String base = "new_animation";
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String current_library_name = "";
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String current_library_name = "";
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if (animation->has_selectable_items()) {
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if (animation->has_selectable_items()) {
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String current_animation_name = animation->get_item_text(animation->get_selected());
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String current_animation_name = animation->get_item_text(animation->get_selected());
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@@ -317,7 +317,7 @@ void AnimationPlayerEditor::_animation_new() {
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while (true) {
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while (true) {
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String attempt = base;
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String attempt = base;
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if (count > 1) {
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if (count > 1) {
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attempt += " (" + itos(count) + ")";
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attempt += vformat("_%d", count);
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}
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}
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if (player->has_animation(attempt_prefix + attempt)) {
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if (player->has_animation(attempt_prefix + attempt)) {
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count++;
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count++;
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@@ -756,11 +756,11 @@ void SpriteFramesEditor::_animation_name_edited() {
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}
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}
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void SpriteFramesEditor::_animation_add() {
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void SpriteFramesEditor::_animation_add() {
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String name = "New Anim";
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String name = "new_animation";
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int counter = 0;
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int counter = 0;
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while (frames->has_animation(name)) {
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while (frames->has_animation(name)) {
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counter++;
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counter++;
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name = "New Anim " + itos(counter);
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name = vformat("new_animation_%d", counter);
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}
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}
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List<Node *> nodes;
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List<Node *> nodes;
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