Closed viniciusgerevini closed 8 months ago
This is a great feature!
I'm having some issues with this feature in my project though.
AnimatedSprite2D
that imports correctly when clicking the node in the Imports Manager. When I import using the folder the sprite's scene is under, it result in a .png
file and a .json
file, but not an .import
file. I think the .json
file is the Aseprite output file that ASeprite Wizard is supposed to delete after importing so apparently that process is halted prematurely.AnimatedSprite2D
that won't import at all, neither by importing the node, the scene of the folder. When importing the folder, a .json
file appears but it's empty.Sprite2D
this time) won't import (no .png
shows up) but leaves an .import
file.After importing the root folder, I found some errors in the Output tab of the editor:
res://addons/AsepriteWizard/interface/imports_manager/import_helper.gd:77 - Invalid get index 'keep_anim_length' (on base: 'Dictionary').
Also a lot of these:
Node not found: "./Sprite2D" (relative to "/root/@EditorNode@17171/@Panel@13/@VBoxContainer@14/@HSplitContainer@17/@HSplitContainer@25/@HSplitContainer@33/@VBoxContainer@34/@VSplitContainer@36/@VSplitContainer@62/@VBoxContainer@63/@PanelContainer@110/MainScreen/@CanvasItemEditor@9462/@VSplitContainer@9281/@HSplitContainer@9283/@HSplitContainer@9285/@Control@9286/@SubViewportContainer@9287/@SubViewport@9288/WaterSplash").
In this case, the scene root is a AnimatedSprite2D
itself.
Another one I see a lot:
Node config missing information.
, even though the import seems to succeed in that case.
And:
Script inherits from native type 'Node2D', so it can't be assigned to an object of type: 'Node'.
In Object of type 'AcceptDialog': Attempt to connect nonexistent signal 'popup_hide' to callable 'AcceptDialog::queue_free'.
I'm currently trying to fix as many of them as possible since they of course can also be caused by issues in my scenes.
UPDATE
Okay, so I got rid of most errors, I had some invalid source paths and also multiple sprites importing to the same destination files. The ones that are still present are:
Node config missing information.
Node not found: ...
(though import seems to work fine)I'm occasionally seeing weird things happening, like this for instance:
aseprite generated bad data file
UI\Dialogs\Player
is not supposed to be part of the path.Also, when importing again, the incorrect part of the path changes to something else.
Thanks a lot for testing this. I haven´t had time to look into these errors yet and it might be slow in this couple of weeks, but I'll check it out.
I've seen the aseprite generated bad data file
error when trying to import from a new scene that has never been saved before, so the output path is not available. I guess the bug might be around that, maybe the path being passed to the import is outdated or just straight up incorrect.
Let me know if you identify any pattern in these issues.
Adding an Imports Manager to make it easier to find and re-import animations imported via Inspector Dock.
This screen can be accessed via
Project -> Tools -> Aseprite Wizard -> Imports Manager...
.It shows basic information about the file and configuration associated to the node:
Allows importing all resources from a scene:
And all scenes in a folder:
It also allows selecting multiple files at same time:
When importing more than one resource a confirmation message will show up notifying you of how many resources will be re-imported:
Bonus features:
Filtering:
And docking to the bottom dock:
To do:
Feature request: #134
This PR adds support to Godot 4. I'm still assessing if it's work to port to Godot 3 as well.