package funkin.data.animation; class AnimationDataUtil { public static function toNamed(data:UnnamedAnimationData, ?name:String = ""):AnimationData { return { name: name, prefix: data.prefix, assetPath: data.assetPath, offsets: data.offsets, looped: data.looped, flipX: data.flipX, flipY: data.flipY, frameRate: data.frameRate, frameIndices: data.frameIndices }; } public static function toUnnamed(data:AnimationData):UnnamedAnimationData { return { prefix: data.prefix, assetPath: data.assetPath, offsets: data.offsets, looped: data.looped, flipX: data.flipX, flipY: data.flipY, frameRate: data.frameRate, frameIndices: data.frameIndices }; } } /** * A data structure representing an animation in a spritesheet. * This is a generic data structure used by characters, stage props, and more! * BE CAREFUL when changing it. */ typedef AnimationData = { > UnnamedAnimationData, /** * The name for the animation. * This should match the animation name queried by the game; * for example, characters need animations with names `idle`, `singDOWN`, `singUPmiss`, etc. */ var name:String; } /** * A data structure representing an animation in a spritesheet. * This animation doesn't specify a name, that's presumably specified by the parent data structure. */ typedef UnnamedAnimationData = { /** * The prefix for the frames of the animation as defined by the XML file. * This will may or may not differ from the `name` of the animation, * depending on how your animator organized their FLA or whatever. */ var prefix:String; /** * Optionally specify an asset path to use for this specific animation. * ONLY for use by MultiSparrow characters. * @default The assetPath of the parent sprite */ @:optional var assetPath:Null; /** * Offset the character's position by this amount when playing this animation. * @default [0, 0] */ @:default([0, 0]) @:optional var offsets:Null>; /** * Whether the animation should loop when it finishes. * @default false */ @:default(false) @:optional var looped:Bool; /** * Whether the animation's sprites should be flipped horizontally. * @default false */ @:default(false) @:optional var flipX:Null; /** * Whether the animation's sprites should be flipped vertically. * @default false */ @:default(false) @:optional var flipY:Null; /** * The frame rate of the animation. * @default 24 */ @:default(24) @:optional var frameRate:Null; /** * If you want this animation to use only certain frames of an animation with a given prefix, * select them here. * @example [0, 1, 2, 3] (use only the first four frames) * @default [] (all frames) */ @:default([]) @:optional var frameIndices:Null>; }