Animations: behavior variables and shader parameters as row targets (#104)
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@@ -11,6 +11,15 @@ same ids whether play bakes that content or the edit mode resolves it), and it c
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nowhere. When a container template loses the object a row aims at, the row reads *(missing)* like
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any other whose target is gone.
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Besides the schema's own properties, a row can key what an object **declares** (#104): a
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**behavior's variables** — pick the behavior (it sits below its owner in the object list) and its
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variables are offered next to *Enabled*; a behavior offers no *X*/*Y*, so a variable named `x` is
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that variable — and the **parameters of the shader a sprite wears**, whether the asset wears it or
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the placed object overrides it. Shader parameters are numbers, as the `Property` node declares
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them, and keys are clamped to its min/max. A variable is written before the behaviors run, so a
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graph reads this frame's value. When the behavior is removed, the variable renamed or the shader
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swapped for one without the parameter, the row reads *(missing)* and keeps its keys.
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Its two properties are **Frames per second** (default 10) and **Playback**: *Loop*, *Once (hold)*
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(ends on the last value and leaves it), *Once (reset)* (ends and puts back what every target held
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before the start) or *Ping-pong*. The last key over all rows decides how long one pass lasts — the
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