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Tweak the name for new animations in the editor

- Use snake_case to "suggest" the naming that fits the Godot style guide.
- Fully spell out "new_animation" since both editors can fit it in full.
- Don't internationalize the new animation name to have consistent
  behavior between both editors.
  - Since the recommendation is to follow snake_case, special characters
    should also be avoided in the name to make animations easier to refer
    to in code.
Hugo Locurcio 4 years ago
parent
commit
23dcc3345b

+ 2 - 2
editor/plugins/animation_player_editor_plugin.cpp

@@ -304,7 +304,7 @@ void AnimationPlayerEditor::_animation_selected(int p_which) {
 
 
 void AnimationPlayerEditor::_animation_new() {
 void AnimationPlayerEditor::_animation_new() {
 	int count = 1;
 	int count = 1;
-	String base = TTR("New Anim");
+	String base = "new_animation";
 	String current_library_name = "";
 	String current_library_name = "";
 	if (animation->has_selectable_items()) {
 	if (animation->has_selectable_items()) {
 		String current_animation_name = animation->get_item_text(animation->get_selected());
 		String current_animation_name = animation->get_item_text(animation->get_selected());
@@ -317,7 +317,7 @@ void AnimationPlayerEditor::_animation_new() {
 	while (true) {
 	while (true) {
 		String attempt = base;
 		String attempt = base;
 		if (count > 1) {
 		if (count > 1) {
-			attempt += " (" + itos(count) + ")";
+			attempt += vformat("_%d", count);
 		}
 		}
 		if (player->has_animation(attempt_prefix + attempt)) {
 		if (player->has_animation(attempt_prefix + attempt)) {
 			count++;
 			count++;

+ 2 - 2
editor/plugins/sprite_frames_editor_plugin.cpp

@@ -756,11 +756,11 @@ void SpriteFramesEditor::_animation_name_edited() {
 }
 }
 
 
 void SpriteFramesEditor::_animation_add() {
 void SpriteFramesEditor::_animation_add() {
-	String name = "New Anim";
+	String name = "new_animation";
 	int counter = 0;
 	int counter = 0;
 	while (frames->has_animation(name)) {
 	while (frames->has_animation(name)) {
 		counter++;
 		counter++;
-		name = "New Anim " + itos(counter);
+		name = vformat("new_animation_%d", counter);
 	}
 	}
 
 
 	List<Node *> nodes;
 	List<Node *> nodes;