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update docfx gh-pages
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Mushymato committed Nov 2, 2024
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4 changes: 2 additions & 2 deletions docs/guide/3-Motion.html
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Expand Up @@ -215,9 +215,9 @@ <h4 id="example">Example</h4>
<ul>
<li><code>RepeatCount</code>: 2</li>
<li><code>RepeatFrameSets</code>: 3</li>
<li>Spritesheet
<img src="../images/sheets/rl-repeat-2.png" alt="3 frame sets"></li>
<li>Spritesheet:</li>
</ul>
<p><img src="../images/sheets/rl-repeat-2.png" alt="3 frame sets"></p>
<p><img src="../images/demo/repeat.png" alt="Repeat Demo"></p>

</article>
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2 changes: 1 addition & 1 deletion docs/index.json
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Expand Up @@ -22,7 +22,7 @@
"guide/3-Motion.html": {
"href": "guide/3-Motion.html",
"title": "Motion | TrinketTinker",
"keywords": "Motion Motion describes how the companion moves and animates. There are 2 main kinds of motion implemented in by this mod. Lerp: the companion moves to follow whenever the anchor moves far enough. If the anchor is too far, teleport over. Static: the companion stays at a fixed position relative to the anchor. Each of these have sub types like Hover for Lerp motion that hovers, see the individual pages on the sidebar for details. The term \"anchor\" refers to a position that the companion derives it's own position from. By default this is the player, but it can also be other entities like a monster. Structure Property Type Default Notes MotionClass string Lerp Type name of the motion class to use, can use short name like \"Lerp\". Refer to pages under Motion Classes in the table of contents for details. DirectionMode DirectionMode Single Determines how the trinket behaves when changing directions and controls what sprites are required. DirectionRotation bool false When true, the sprite will rotate depending on direction, the exact behavior depends the motion class. LoopMode LoopMode Standard Control animation playback. Standard: 1 2 3 4 1 2 3 4 PingPong: 1 2 3 4 3 2 1 Anchors List<AnchorTargetData> empty Ordered list of anchors to follow, if not set, fall back to following the player AlwaysMoving bool false By default the companion only animates while the player is moving, setting this to true makes the companion continue their animation. FrameStart int 0 First frame/sprite index of the directional animations, set this if you want to put multiple companions on 1 file. FrameLength int 4 Length of each cycle for directional animations. Interval float 100 Milisecond Interval between animation frames. Offset Vector2 0, 0 Constant offset to apply to the companion, on top of the motion. LayerDepth LayerDepth Position Changes draw layer relative to player. Position: Calculate layer based on Y position Behind: Always behind the player. InFront: Always infront of the player RepeatCount int 0 Number of additional repeat draws to do, to make 1 companion appear to be multiple. Putting a big number here may cause performance issues. RepeatInterval int 1000 Miliseconds between repeat draws. RepeatFrameSets int 0 If set, offset the sprite on repeat draw. AnimClips Dictionary<string, AnimClipData > empty Named anim clips that can play over the movement animation. Args Dictionary varies Arguments specific to a motion class, see respective page for details. Animation The default animation behavior for a companion is to animate while the player is moving according to direction mode, and display static first frame when player is still. To use a special animation while player is still, add an AnimClip named \"Idle.0\". If the idle animation should change according to direction, add \"Idle.X\" where \"X\" is a number between 1 to 4, depending on how many directions are available for the chosen DirectionMode. See animation clips for details. To have the directional animation continue regardless of player motion, set AlwaysMoving to true. Repeat Draws One trinket can only have one companion, but it's possible to make this companion appear as multiple entities by repeating draws with a delay, creating \"shadow clones\". Abilities only happen relative to the first, original copy of the companion. To give these clones alternate appearances, extend the spritesheet downward with a modified duplicate of the companion's animations containing the same number of frames as the original. Then, set RepeatFrameSets to the number of these duplicate frames. Example RepeatCount: 2 RepeatFrameSets: 3 Spritesheet"
"keywords": "Motion Motion describes how the companion moves and animates. There are 2 main kinds of motion implemented in by this mod. Lerp: the companion moves to follow whenever the anchor moves far enough. If the anchor is too far, teleport over. Static: the companion stays at a fixed position relative to the anchor. Each of these have sub types like Hover for Lerp motion that hovers, see the individual pages on the sidebar for details. The term \"anchor\" refers to a position that the companion derives it's own position from. By default this is the player, but it can also be other entities like a monster. Structure Property Type Default Notes MotionClass string Lerp Type name of the motion class to use, can use short name like \"Lerp\". Refer to pages under Motion Classes in the table of contents for details. DirectionMode DirectionMode Single Determines how the trinket behaves when changing directions and controls what sprites are required. DirectionRotation bool false When true, the sprite will rotate depending on direction, the exact behavior depends the motion class. LoopMode LoopMode Standard Control animation playback. Standard: 1 2 3 4 1 2 3 4 PingPong: 1 2 3 4 3 2 1 Anchors List<AnchorTargetData> empty Ordered list of anchors to follow, if not set, fall back to following the player AlwaysMoving bool false By default the companion only animates while the player is moving, setting this to true makes the companion continue their animation. FrameStart int 0 First frame/sprite index of the directional animations, set this if you want to put multiple companions on 1 file. FrameLength int 4 Length of each cycle for directional animations. Interval float 100 Milisecond Interval between animation frames. Offset Vector2 0, 0 Constant offset to apply to the companion, on top of the motion. LayerDepth LayerDepth Position Changes draw layer relative to player. Position: Calculate layer based on Y position Behind: Always behind the player. InFront: Always infront of the player RepeatCount int 0 Number of additional repeat draws to do, to make 1 companion appear to be multiple. Putting a big number here may cause performance issues. RepeatInterval int 1000 Miliseconds between repeat draws. RepeatFrameSets int 0 If set, offset the sprite on repeat draw. AnimClips Dictionary<string, AnimClipData > empty Named anim clips that can play over the movement animation. Args Dictionary varies Arguments specific to a motion class, see respective page for details. Animation The default animation behavior for a companion is to animate while the player is moving according to direction mode, and display static first frame when player is still. To use a special animation while player is still, add an AnimClip named \"Idle.0\". If the idle animation should change according to direction, add \"Idle.X\" where \"X\" is a number between 1 to 4, depending on how many directions are available for the chosen DirectionMode. See animation clips for details. To have the directional animation continue regardless of player motion, set AlwaysMoving to true. Repeat Draws One trinket can only have one companion, but it's possible to make this companion appear as multiple entities by repeating draws with a delay, creating \"shadow clones\". Abilities only happen relative to the first, original copy of the companion. To give these clones alternate appearances, extend the spritesheet downward with a modified duplicate of the companion's animations containing the same number of frames as the original. Then, set RepeatFrameSets to the number of these duplicate frames. Example RepeatCount: 2 RepeatFrameSets: 3 Spritesheet:"
},
"guide/3.0-Direction.html": {
"href": "guide/3.0-Direction.html",
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