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character animation dance force is OFF

This commit is contained in:
Cameron Taylor 2022-04-29 11:56:08 -04:00
parent 112a9ee329
commit 31b393b014
2 changed files with 15 additions and 6 deletions

View file

@ -1,12 +1,12 @@
package funkin.play.character;
import funkin.play.character.CharacterData.CharacterDataParser;
import flixel.math.FlxPoint;
import funkin.modding.events.ScriptEvent;
import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.Note.NoteDir;
import funkin.modding.events.ScriptEvent.NoteScriptEvent;
import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
import funkin.modding.events.ScriptEvent;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.character.CharacterData.CharacterDataParser;
import funkin.play.stage.Bopper;
using StringTools;
@ -124,6 +124,8 @@ class BaseCharacter extends Bopper
this.singTimeCrochet = _data.singTime;
this.globalOffsets = _data.offsets;
}
shouldBop = false;
}
/**
@ -213,8 +215,9 @@ class BaseCharacter extends Bopper
var shouldStopSinging:Bool = (this.characterType == BF) ? !isHoldingNote() : true;
FlxG.watch.addQuick('singTimeMs-${characterId}', singTimeMs);
if (holdTimer > singTimeMs && shouldStopSinging)
if (holdTimer > singTimeMs && shouldStopSinging && !getCurrentAnimation().endsWith("miss"))
{
trace(getCurrentAnimation());
// trace('holdTimer reached ${holdTimer}sec (> ${singTimeMs}), stopping sing animation');
holdTimer = 0;
dance(true);

View file

@ -36,6 +36,12 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
*/
public var idleSuffix(default, set):String = "";
/**
* Whether this bopper should bop every beat. By default it's true, but when used
* for characters/players, it should be false so it doesn't cut off their animations!!!!!
*/
public var shouldBop:Bool = true;
function set_idleSuffix(value:String):String
{
this.idleSuffix = value;
@ -93,7 +99,7 @@ class Bopper extends FlxSprite implements IPlayStateScriptedClass
{
if (danceEvery > 0 && event.beat % danceEvery == 0)
{
dance(true);
dance(shouldBop);
}
}