Don't animate tokens when they are dropped with the alt key being pressed (resolves #3)
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@@ -68,7 +68,9 @@ async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
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for (const {token, rays} of tokenAnimationData) {
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token._noAnimate = true;
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}
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for (let i = 0;i < tokenAnimationData[0].rays.length; i++) {
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const animate = !game.keyboard.isDown("Alt");
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const startWaypoint = animate ? 0 : tokenAnimationData[0].rays.length - 1;
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for (let i = startWaypoint;i < tokenAnimationData[0].rays.length; i++) {
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if (!wasPaused && game.paused) break;
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const tokenPaths = tokenAnimationData.map(({token, rays, dx, dy}) => {
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const ray = rays[i];
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@@ -79,8 +81,9 @@ async function animateTokens(tokens, draggedToken, draggedRays, wasPaused) {
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const updates = tokenPaths.map(({token, path}) => {
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return {x: path.B.x, y: path.B.y, _id: token.id};
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});
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await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates);
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await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
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await draggedToken.scene.updateEmbeddedEntity(draggedToken.constructor.embeddedName, updates, {animate});
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if (animate)
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await Promise.all(tokenPaths.map(({token, path}) => token.animateMovement(path)));
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}
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for (const {token} of tokenAnimationData) {
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token._noAnimate = false;
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