Implement Nene/GFXmas combo anims

This commit is contained in:
EliteMasterEric 2024-07-09 04:21:14 -04:00
parent cb4620d33a
commit 98ed4bd843
3 changed files with 1 additions and 4 deletions
assets
source/funkin/play

2
assets

@ -1 +1 @@
Subproject commit 4e409880a2e25357ba755e816e237519d6d6adfb
Subproject commit 240d0ff1dafd616551e6b6a2b048b7b6f602ac75

View file

@ -461,7 +461,6 @@ class BaseCharacter extends Bopper
if (!currentAnimation.startsWith('dance') && !currentAnimation.startsWith('idle') && !isAnimationFinished()) return;
}
trace('${characterId}: Actually dancing');
// Otherwise, fallback to the super dance() method, which handles playing the idle animation.
super.dance();
}

View file

@ -177,10 +177,8 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
*/
public function onStepHit(event:SongTimeScriptEvent)
{
if (danceEvery > 0) trace('step hit(${danceEvery}, ${shouldBop}): ${event.step % (danceEvery * Constants.STEPS_PER_BEAT)} == 0?');
if (danceEvery > 0 && (event.step % (danceEvery * Constants.STEPS_PER_BEAT)) == 0)
{
trace('dance onStepHit!');
dance(shouldBop);
}
}