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.
This commit is contained in:
Hugo Locurcio 2021-05-09 09:06:37 +02:00
parent 98d5b37a4c
commit 23dcc3345b
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GPG key ID: 39E8F8BE30B0A49C
2 changed files with 4 additions and 4 deletions

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