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Merge pull request #381 from FunkinCrew/bugfix/story-menu-fast-bop
Fix an issue where story menu characters bop too fast
This commit is contained in:
commit
dab80f4f60
2 changed files with 20 additions and 11 deletions
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@ -167,10 +167,7 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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function update_shouldAlternate():Void
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{
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if (hasAnimation('danceLeft'))
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{
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this.shouldAlternate = true;
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}
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this.shouldAlternate = hasAnimation('danceLeft');
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}
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/**
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@ -228,10 +225,11 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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/**
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* Ensure that a given animation exists before playing it.
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* Will gracefully check for name, then name with stripped suffixes, then 'idle', then fail to play.
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* @param name
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* Will gracefully check for name, then name with stripped suffixes, then fail to play.
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* @param name The animation name to attempt to correct.
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* @param fallback Instead of failing to play, try to play this animation instead.
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*/
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function correctAnimationName(name:String):String
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function correctAnimationName(name:String, ?fallback:String):String
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{
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// If the animation exists, we're good.
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if (hasAnimation(name)) return name;
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@ -247,14 +245,22 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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}
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else
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{
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if (name != 'idle')
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if (fallback != null)
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{
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FlxG.log.warn('Bopper tried to play animation "$name" that does not exist, fallback to idle...');
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return correctAnimationName('idle');
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if (fallback == name)
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{
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FlxG.log.error('Bopper tried to play animation "$name" that does not exist! This is bad!');
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return null;
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}
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else
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{
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FlxG.log.warn('Bopper tried to play animation "$name" that does not exist, fallback to idle...');
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return correctAnimationName('idle');
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}
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}
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else
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{
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FlxG.log.error('Bopper tried to play animation "idle" that does not exist! This is bad!');
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FlxG.log.error('Bopper tried to play animation "$name" that does not exist! This is bad!');
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return null;
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}
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}
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@ -45,6 +45,9 @@ class LevelProp extends Bopper
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this.visible = true;
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}
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// Reset animation state.
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this.shouldAlternate = null;
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var isAnimated:Bool = propData.animations.length > 0;
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if (isAnimated)
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{
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