-
Notifications
You must be signed in to change notification settings - Fork 10
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Animation API refactor #49
Comments
Thanks for the point-out! There's something else I noticed while reviewing this code. Looking at
|
Another thing to keep in mind: I'm adding animation configuration options in #54. The configs are persistable (to disk or wherever). I suggest that instead of having a "list of all available animations + base configs", we should instead have a dynamic list of user-chosen animations + custom configs. We can start with defining them in config.exs with the intent to eventually make it runtime configurable. Maybe this idea is a little farther in the future, but maybe not? Food for though... P.S. I removed |
👍 This may be low-hanging fruit with toolshed's |
I may have a few ideas based on when I was trying to refactor it towards the
|
I have that one already: https://github.com/ElixirSeattle/xebow/pull/54/files#diff-ad03796b3c85bd75b4b87dba1bfc0582R1 |
Yeah! This is really convenient, exactly what I wanted. |
Currently, animations are hard-coded in the Animation module. We should think about some way of populating the list of types and the list of animations dynamically, based on the animations which exist at startup.
Good topic for the next planning meetup.
https://github.com/ElixirSeattle/xebow/blob/abb857f8d76ed5ac2b969de1e81911972b2e8c63/lib/xebow/animation.ex#L39-L55
The text was updated successfully, but these errors were encountered: