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77 lines
1.8 KiB
Haxe
77 lines
1.8 KiB
Haxe
package funkin.play;
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typedef AnimationData =
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{
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/**
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* The name for the animation.
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* This should match the animation name queried by the game;
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* for example, characters need animations with names `idle`, `singDOWN`, `singUPmiss`, etc.
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*/
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var name:String;
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/**
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* The prefix for the frames of the animation as defined by the XML file.
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* This will may or may not differ from the `name` of the animation,
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* depending on how your animator organized their FLA or whatever.
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*/
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var prefix:String;
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/**
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* Optionally specify an asset path to use for this specific animation.
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* ONLY for use by MultiSparrow characters.
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* @default The assetPath of the parent sprite
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*/
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@:default(null)
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@:optional
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var assetPath:Null<String>;
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/**
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* Offset the character's position by this amount when playing this animation.
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* @default [0, 0]
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*/
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@:default([0, 0])
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@:optional
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var offsets:Null<Array<Float>>;
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/**
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* Whether the animation should loop when it finishes.
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* @default false
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*/
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@:default(false)
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@:optional
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var looped:Null<Bool>;
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/**
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* Whether the animation's sprites should be flipped horizontally.
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* @default false
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*/
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@:default(false)
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@:optional
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var flipX:Null<Bool>;
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/**
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* Whether the animation's sprites should be flipped vertically.
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* @default false
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*/
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@:default(false)
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@:optional
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var flipY:Null<Bool>;
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/**
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* The frame rate of the animation.
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* @default 24
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*/
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@:default(24)
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@:optional
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var frameRate:Null<Int>;
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/**
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* If you want this animation to use only certain frames of an animation with a given prefix,
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* select them here.
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* @example [0, 1, 2, 3] (use only the first four frames)
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* @default [] (all frames)
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*/
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@:default([])
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@:optional
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var frameIndices:Null<Array<Int>>;
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}
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