mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 11:26:53 -05:00
283 lines
6.4 KiB
Haxe
283 lines
6.4 KiB
Haxe
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package funkin.play.event;
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import flixel.FlxSprite;
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import funkin.play.PlayState;
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import funkin.play.song.SongData.RawSongEventData;
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import haxe.DynamicAccess;
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typedef RawSongEvent =
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{
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> RawSongEventData,
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/**
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* Whether the event has been activated or not.
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*/
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var a:Bool;
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}
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@:forward
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abstract SongEvent(RawSongEvent)
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{
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public function new(time:Float, event:String, value:Dynamic = null)
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{
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this = {
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t: time,
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e: event,
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v: value,
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a: false
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};
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}
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public var time(get, set):Float;
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public function get_time():Float
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{
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return this.t;
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}
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public function set_time(value:Float):Float
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{
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return this.t = value;
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}
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public var event(get, set):String;
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public function get_event():String
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{
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return this.e;
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}
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public function set_event(value:String):String
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{
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return this.e = value;
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}
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public var value(get, set):Dynamic;
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public function get_value():Dynamic
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{
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return this.v;
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}
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public function set_value(value:Dynamic):Dynamic
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{
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return this.v = value;
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}
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public inline function getBool():Bool
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{
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return cast this.v;
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}
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public inline function getInt():Int
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{
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return cast this.v;
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}
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public inline function getFloat():Float
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{
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return cast this.v;
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}
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public inline function getString():String
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{
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return cast this.v;
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}
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public inline function getArray():Array<Dynamic>
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{
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return cast this.v;
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}
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public inline function getMap():DynamicAccess<Dynamic>
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{
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return cast this.v;
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}
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public inline function getBoolArray():Array<Bool>
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{
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return cast this.v;
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}
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}
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typedef SongEventCallback = SongEvent->Void;
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class SongEventHandler
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{
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private static final eventCallbacks:Map<String, SongEventCallback> = new Map<String, SongEventCallback>();
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public static function registerCallback(event:String, callback:SongEventCallback):Void
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{
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eventCallbacks.set(event, callback);
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}
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public static function unregisterCallback(event:String):Void
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{
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eventCallbacks.remove(event);
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}
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public static function clearCallbacks():Void
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{
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eventCallbacks.clear();
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}
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/**
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* Register each of the event callbacks provided by the base game.
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*/
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public static function registerBaseEventCallbacks():Void
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{
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// TODO: Add a system for mods to easily add their own event callbacks.
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// Should be easy as creating character or stage scripts.
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registerCallback('FocusCamera', VanillaEventCallbacks.focusCamera);
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registerCallback('PlayAnimation', VanillaEventCallbacks.playAnimation);
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}
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/**
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* Given a list of song events and the current timestamp,
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* return a list of events that should be activated.
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*/
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public static function queryEvents(events:Array<SongEvent>, currentTime:Float):Array<SongEvent>
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{
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return events.filter(function(event:SongEvent):Bool
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{
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// If the event is already activated, don't activate it again.
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if (event.a)
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return false;
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// If the event is in the future, don't activate it.
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if (event.time > currentTime)
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return false;
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return true;
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});
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}
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public static function activateEvents(events:Array<SongEvent>):Void
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{
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for (event in events)
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{
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activateEvent(event);
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}
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}
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public static function activateEvent(event:SongEvent):Void
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{
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if (event.a)
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{
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trace('Event already activated: ' + event);
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return;
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}
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// Prevent the event from being activated again.
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event.a = true;
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// Perform the action.
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if (eventCallbacks.exists(event.event))
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{
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eventCallbacks.get(event.event)(event);
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}
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}
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public static function resetEvents(events:Array<SongEvent>):Void
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{
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for (event in events)
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{
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resetEvent(event);
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}
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}
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public static function resetEvent(event:SongEvent):Void
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{
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// TODO: Add a system for mods to easily add their reset callbacks.
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event.a = false;
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}
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}
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class VanillaEventCallbacks
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{
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/**
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* Event Name: "FocusCamera"
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* Event Value: Int
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* 0: Focus on the player.
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* 1: Focus on the opponent.
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* 2: Focus on the girlfriend.
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*/
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public static function focusCamera(event:SongEvent):Void
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{
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// Does nothing if there is no PlayState camera or stage.
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if (PlayState.instance == null || PlayState.instance.currentStage == null)
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return;
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switch (event.getInt())
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{
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case 0: // Boyfriend
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// Focus the camera on the player.
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trace('[EVENT] Focusing camera on player.');
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PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.x,
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PlayState.instance.currentStage.getBoyfriend().cameraFocusPoint.y);
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case 1: // Dad
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// Focus the camera on the dad.
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trace('[EVENT] Focusing camera on dad.');
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PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getDad().cameraFocusPoint.x,
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PlayState.instance.currentStage.getDad().cameraFocusPoint.y);
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case 2: // Girlfriend
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// Focus the camera on the girlfriend.
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trace('[EVENT] Focusing camera on girlfriend.');
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PlayState.instance.cameraFollowPoint.setPosition(PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.x,
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PlayState.instance.currentStage.getGirlfriend().cameraFocusPoint.y);
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default:
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trace('[EVENT] Unknown camera focus: ' + event.value);
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}
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}
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/**
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* Event Name: "playAnimation"
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* Event Value: Object
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* {
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* target: String, // "player", "dad", "girlfriend", or <stage prop id>
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* animation: String,
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* force: Bool // optional
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* }
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*/
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public static function playAnimation(event:SongEvent):Void
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{
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// Does nothing if there is no PlayState camera or stage.
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if (PlayState.instance == null || PlayState.instance.currentStage == null)
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return;
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var data:Dynamic = event.value;
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var targetName:String = Reflect.field(data, 'target');
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var anim:String = Reflect.field(data, 'anim');
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var force:Null<Bool> = Reflect.field(data, 'force');
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if (force == null)
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force = false;
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var target:FlxSprite = null;
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switch (targetName)
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{
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case 'boyfriend':
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trace('[EVENT] Playing animation $anim on boyfriend.');
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target = PlayState.instance.currentStage.getBoyfriend();
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case 'dad':
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trace('[EVENT] Playing animation $anim on dad.');
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target = PlayState.instance.currentStage.getDad();
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case 'girlfriend':
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trace('[EVENT] Playing animation $anim on girlfriend.');
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target = PlayState.instance.currentStage.getGirlfriend();
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default:
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target = PlayState.instance.currentStage.getNamedProp(targetName);
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if (target == null)
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trace('[EVENT] Unknown animation target: $targetName');
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else
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trace('[EVENT] Fetched animation target $targetName from stage.');
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}
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if (target != null)
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{
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target.animation.play(anim, force);
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}
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}
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}
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