Add new layer detection to keep colors mapped correctly.
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ec8e131829
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5 changed files with 78 additions and 49 deletions
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@ -1,52 +1,6 @@
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-- New commands to be executed via Aseprite menus / keyboard shortcuts
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local sprt = require "abase-sprite"
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local BASE_COLOR = Color {
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r = 0,
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g = 0,
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b = 0,
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a = 0
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}
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local IGNORE_COLOR = Color {
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gray = 100
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}
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local IGNORE_SUBCOLOR = Color {
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gray = 150
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}
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local MERGE_COLOR = Color {
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r = 200,
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g = 200,
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b = 0
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}
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local MERGE_SUBCOLOR = Color {
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r = 200,
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g = 200,
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b = 128
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}
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-- set the color of a layer and its sublayers
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local function setColor(layer, subColor)
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if (layer.properties(extKey).ignored) then
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layer.color = IGNORE_COLOR
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subColor = IGNORE_SUBCOLOR
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elseif subColor == IGNORE_SUBCOLOR then
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layer.color = subColor
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elseif (layer.properties(extKey).exportedAsSprite) then
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layer.color = MERGE_COLOR
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subColor = MERGE_SUBCOLOR
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elseif subColor == MERGE_SUBCOLOR then
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layer.color = subColor
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else
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layer.color = BASE_COLOR
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end
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if (layer.isGroup) then
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for i, sublayer in ipairs(layer.layers) do
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setColor(sublayer, subColor)
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end
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end
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end
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local function ExportSpritesheetAdvanced()
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if not app.sprite then
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return app.alert "Must have a sprite open to export."
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@ -72,7 +26,7 @@ local function ToggleIgnore()
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else
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layer.properties(extKey).ignored = true
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end
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setColor(layer)
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sprt.setColor(layer)
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end
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local function ToggleExportAsSprite()
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@ -82,7 +36,7 @@ local function ToggleExportAsSprite()
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else
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layer.properties(extKey).exportedAsSprite = true
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end
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setColor(layer)
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sprt.setColor(layer)
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end
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local export = {
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