Open chutchinson opened 9 years ago
Suggestion: Consider changing how default equipment slots, animations, and idle animations work. For example, the user could add rows of equipment slots for their game, giving each one a name and ordering them. Then, the item editor could automatically show those options for which equipment slots it can apply to. Animations could work the same way.
I've moved the default equipment slot, standard animation, and standing animation counts (which were used to initialize those lists with a certain number of blank/false elements) into the legacy item serializer, since it seems like those are more a limitation of the way the binary formats were coded than a design philosophy that we want to keep. This also means that those lists are empty on creation instead of having blank/false elements added by default.
If you need to see the old way for comparison or reverting (please don't revert the whole commit; there's other stuff in it!), the commit where I pulled this stuff out of the item asset class is https://github.com/rpgtoolkit/core/commit/5d05b5653f9770bbad396162534a35915dcd4e91 .
Note: I found two commits from May 2015 from @chutchinson for the item editor on branch editor-item, but I don't see them or that branch here on github. Was that abandoned?
Revisions: d8fdfb5 and dd73ff3
Pinging @swordmaster2k . Do we want to use the commits I mentioned above as the basis for the item editor?
Swordmaster believes that, after some of the changes and the sprite editor UI centralization, it would be easiest to base the item editor off of CharacterEditor.java.
Implement the item editor with all of the existing features from version 3.x. Should be a paragon of the asset pipeline implementation.