forked from newt/gmtk-2024
306 lines
11 KiB
GDScript
306 lines
11 KiB
GDScript
@tool
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extends "../base_sprite_resource_creator.gd"
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var _DEFAULT_ANIMATION_LIBRARY = "" # GLOBAL
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func create_animations(target_node: Node, player: AnimationPlayer, aseprite_files: Dictionary, options: Dictionary):
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var result = _import(target_node, player, aseprite_files, options)
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if result != result_code.SUCCESS:
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printerr(result_code.get_error_message(result))
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func _import(target_node: Node, player: AnimationPlayer, aseprite_files: Dictionary, options: Dictionary):
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var source_file = aseprite_files.data_file
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var sprite_sheet = aseprite_files.sprite_sheet
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var data = _aseprite_file_exporter.load_json_content(source_file)
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if not data.is_ok:
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return data.code
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var content = data.content
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var context = {}
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if target_node is CanvasItem:
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target_node.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
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else:
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target_node.texture_filter = BaseMaterial3D.TEXTURE_FILTER_NEAREST
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_setup_texture(target_node, sprite_sheet, content, context, options.slice != "")
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var result = _configure_animations(target_node, player, content, context, options)
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if result != result_code.SUCCESS:
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return result
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return _cleanup_animations(target_node, player, content, options)
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func _load_texture(sprite_sheet: String) -> Texture2D:
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var texture = ResourceLoader.load(sprite_sheet, 'Image', ResourceLoader.CACHE_MODE_IGNORE)
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texture.take_over_path(sprite_sheet)
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return texture
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func _configure_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, context: Dictionary, options: Dictionary):
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var frames = _aseprite.get_content_frames(content)
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var slice_rect = null
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if options.slice != "":
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options["slice_rect"] = _aseprite.get_slice_rect(content, options.slice)
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if not player.has_animation_library(_DEFAULT_ANIMATION_LIBRARY):
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player.add_animation_library(_DEFAULT_ANIMATION_LIBRARY, AnimationLibrary.new())
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if content.meta.has("frameTags") and content.meta.frameTags.size() > 0:
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var result = result_code.SUCCESS
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for tag in content.meta.frameTags:
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var selected_frames = frames.slice(tag.from, tag.to + 1)
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result = _add_animation_frames(target_node, player, tag.name, selected_frames, context, options, tag.direction, int(tag.get("repeat", -1)))
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if result != result_code.SUCCESS:
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break
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return result
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else:
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return _add_animation_frames(target_node, player, "default", frames, context, options)
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func _add_animation_frames(target_node: Node, player: AnimationPlayer, anim_name: String, frames: Array, context: Dictionary, options: Dictionary, direction = 'forward', repeat = -1):
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var animation_name = anim_name
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var library_name = _DEFAULT_ANIMATION_LIBRARY
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var is_loopable = _config.is_default_animation_loop_enabled()
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var slice_rect = options.get("slice_rect")
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var is_importing_slice: bool = slice_rect != null
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var anim_tokens := anim_name.split("/")
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if anim_tokens.size() > 2:
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push_error("Invalid animation name: %s" % animation_name)
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return
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elif anim_tokens.size() == 2:
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library_name = anim_tokens[0]
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animation_name = anim_tokens[1]
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if not _validate_animation_name(animation_name):
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push_error("Invalid animation name: %s" % animation_name)
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return
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# Create library if doesn't exist
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if library_name != _DEFAULT_ANIMATION_LIBRARY and not player.has_animation_library(library_name):
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player.add_animation_library(library_name, AnimationLibrary.new())
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# Check loop
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if animation_name.begins_with(_config.get_animation_loop_exception_prefix()):
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animation_name = animation_name.substr(_config.get_animation_loop_exception_prefix().length())
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is_loopable = not is_loopable
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# Add library
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if not player.get_animation_library(library_name).has_animation(animation_name):
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player.get_animation_library(library_name).add_animation(animation_name, Animation.new())
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var full_name = (
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animation_name if library_name == "" else "%s/%s" % [library_name, animation_name]
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)
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var animation = player.get_animation(full_name)
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_cleanup_tracks(target_node, player, animation)
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_create_meta_tracks(target_node, player, animation)
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var frame_track = _get_property_track_path(player, target_node, _get_frame_property(is_importing_slice))
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var frame_track_index = _create_track(target_node, animation, frame_track)
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if direction == "reverse" or direction == "pingpong_reverse":
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frames.reverse()
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var animation_length = 0
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var repetition = 1
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if repeat != -1:
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is_loopable = false
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repetition = repeat
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for i in range(repetition):
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for frame in frames:
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var frame_key = _get_frame_key(target_node, frame, context, slice_rect)
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animation.track_insert_key(frame_track_index, animation_length, frame_key)
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animation_length += frame.duration / 1000
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# Godot 4 has an Animation.LOOP_PINGPONG mode, however it does not
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# behave like in Aseprite, so I'm keeping the custom implementation
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if direction.begins_with("pingpong"):
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var working_frames = frames.duplicate()
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working_frames.remove_at(working_frames.size() - 1)
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if is_loopable or (repetition > 1 and i < repetition - 1):
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working_frames.remove_at(0)
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working_frames.reverse()
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for frame in working_frames:
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var frame_key = _get_frame_key(target_node, frame, context, slice_rect)
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animation.track_insert_key(frame_track_index, animation_length, frame_key)
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animation_length += frame.duration / 1000
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# if keep_anim_length is enabled only adjust length if
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# - there aren't other tracks besides metas and frame
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# - the current animation is shorter than new one
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if not options.keep_anim_length or (animation.get_track_count() == (_get_meta_prop_names().size() + 1) or animation.length < animation_length):
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animation.length = animation_length
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animation.loop_mode = Animation.LOOP_LINEAR if is_loopable else Animation.LOOP_NONE
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return result_code.SUCCESS
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const _INVALID_TOKENS := ["/", ":", ",", "["]
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func _validate_animation_name(name: String) -> bool:
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return not _INVALID_TOKENS.any(func(token: String): return token in name)
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func _create_track(target_node: Node, animation: Animation, track: String):
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var track_index = animation.find_track(track, Animation.TYPE_VALUE)
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if track_index != -1:
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animation.remove_track(track_index)
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track_index = animation.add_track(Animation.TYPE_VALUE)
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animation.track_set_path(track_index, track)
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animation.track_set_interpolation_loop_wrap(track_index, false)
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animation.value_track_set_update_mode(track_index, Animation.UPDATE_DISCRETE)
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return track_index
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func _get_property_track_path(player: AnimationPlayer, target_node: Node, prop: String) -> String:
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var node_path = player.get_node(player.root_node).get_path_to(target_node)
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return "%s:%s" % [node_path, prop]
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func _cleanup_animations(target_node: Node, player: AnimationPlayer, content: Dictionary, options: Dictionary):
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if not (content.meta.has("frameTags") and content.meta.frameTags.size() > 0):
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return result_code.SUCCESS
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_remove_unused_animations(content, player)
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if options.get("cleanup_hide_unused_nodes", false):
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_hide_unused_nodes(target_node, player, content)
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return result_code.SUCCESS
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func _remove_unused_animations(content: Dictionary, player: AnimationPlayer):
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pass # FIXME it's not removing unused animations anymore. Sample impl bellow
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# var tags = ["RESET"]
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# for t in content.meta.frameTags:
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# var a = t.name
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# if a.begins_with(_config.get_animation_loop_exception_prefix()):
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# a = a.substr(_config.get_animation_loop_exception_prefix().length())
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# tags.push_back(a)
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# var track = _get_frame_track_path(player, sprite)
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# for a in player.get_animation_list():
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# if tags.has(a):
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# continue
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#
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# var animation = player.get_animation(a)
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# if animation.get_track_count() != 1:
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# var t = animation.find_track(track)
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# if t != -1:
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# animation.remove_track(t)
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# continue
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#
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# if animation.find_track(track) != -1:
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# player.remove_animation(a)
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func _hide_unused_nodes(target_node: Node, player: AnimationPlayer, content: Dictionary):
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var root_node := player.get_node(player.root_node)
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var all_animations := player.get_animation_list()
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var all_sprite_nodes := []
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var animation_sprites := {}
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for a in all_animations:
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var animation := player.get_animation(a)
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var sprite_nodes := []
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for track_idx in animation.get_track_count():
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var raw_path := animation.track_get_path(track_idx)
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if raw_path.get_subname(0) == "visible":
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continue
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var path := _remove_properties_from_path(raw_path)
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var sprite_node := root_node.get_node(path)
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if !(sprite_node is Sprite2D || sprite_node is Sprite3D):
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continue
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if sprite_nodes.has(sprite_node):
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continue
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sprite_nodes.append(sprite_node)
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animation_sprites[animation] = sprite_nodes
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for sn in sprite_nodes:
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if all_sprite_nodes.has(sn):
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continue
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all_sprite_nodes.append(sn)
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for animation in animation_sprites:
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var sprite_nodes : Array = animation_sprites[animation]
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for node in all_sprite_nodes:
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if sprite_nodes.has(node):
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continue
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var visible_track = _get_property_track_path(player, node, "visible")
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if animation.find_track(visible_track, Animation.TYPE_VALUE) != -1:
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continue
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var visible_track_index = _create_track(node, animation, visible_track)
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animation.track_insert_key(visible_track_index, 0, false)
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func list_layers(file: String, only_visibles = false) -> Array:
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return _aseprite.list_layers(file, only_visibles)
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func list_slices(file: String) -> Array:
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return _aseprite.list_slices(file)
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func _remove_properties_from_path(path: NodePath) -> NodePath:
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var string_path := path as String
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if !(":" in string_path):
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return string_path as NodePath
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var property_path := path.get_concatenated_subnames() as String
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string_path = string_path.substr(0, string_path.length() - property_path.length() - 1)
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return string_path as NodePath
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func _create_meta_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
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for prop in _get_meta_prop_names():
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var track = _get_property_track_path(player, target_node, prop)
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var track_index = _create_track(target_node, animation, track)
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animation.track_insert_key(track_index, 0, true if prop == "visible" else target_node.get(prop))
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func _cleanup_tracks(target_node: Node, player: AnimationPlayer, animation: Animation):
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for track_key in ["texture", "hframes", "vframes", "region_rect", "frame"]:
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var track = _get_property_track_path(player, target_node, track_key)
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var track_index = animation.find_track(track, Animation.TYPE_VALUE)
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if track_index != -1:
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animation.remove_track(track_index)
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func _setup_texture(target_node: Node, sprite_sheet: String, content: Dictionary, context: Dictionary, is_importing_slice: bool):
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push_error("_setup_texture not implemented!")
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func _get_frame_property(is_importing_slice: bool) -> String:
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push_error("_get_frame_property not implemented!")
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return ""
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func _get_frame_key(target_node: Node, frame: Dictionary, context: Dictionary, slice_info: Variant):
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push_error("_get_frame_key not implemented!")
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func _get_meta_prop_names():
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push_error("_get_meta_prop_names not implemented!")
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