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Add one more conditional in atlas + add ignoreExclusions in Bopper/BaseCharacter
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@ -95,7 +95,7 @@ class FlxAtlasSprite extends FlxAnimate
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*/
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*/
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public function hasAnimation(id:String):Bool
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public function hasAnimation(id:String):Bool
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{
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{
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return getLabelIndex(id) != -1 || anim.symbolDictionary.exists(id);
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return getLabelIndex(id) != -1 || anim.symbolDictionary.exists(id) || anim.getByName(id);
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}
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}
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/**
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/**
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@ -151,6 +151,8 @@ class BaseCharacter extends Bopper
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super(CharacterDataParser.DEFAULT_DANCEEVERY);
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super(CharacterDataParser.DEFAULT_DANCEEVERY);
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this.characterId = id;
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this.characterId = id;
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ignoreExclusionPref = ["sing"];
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_data = CharacterDataParser.fetchCharacterData(this.characterId);
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_data = CharacterDataParser.fetchCharacterData(this.characterId);
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if (_data == null)
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if (_data == null)
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{
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{
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@ -260,6 +260,8 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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public var canPlayOtherAnims:Bool = true;
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public var canPlayOtherAnims:Bool = true;
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public var ignoreExclusionPref:Array<String> = [];
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/**
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/**
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* @param name The name of the animation to play.
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* @param name The name of the animation to play.
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* @param restart Whether to restart the animation if it is already playing.
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* @param restart Whether to restart the animation if it is already playing.
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@ -268,7 +270,26 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
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*/
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*/
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public function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reversed:Bool = false):Void
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public function playAnimation(name:String, restart:Bool = false, ignoreOther:Bool = false, reversed:Bool = false):Void
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{
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{
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if (!canPlayOtherAnims && !ignoreOther) return;
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if ((!canPlayOtherAnims))
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{
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var id = name;
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if (getCurrentAnimation() == id && restart) {}
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else if (ignoreExclusionPref != null && ignoreExclusionPref.length > 0)
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{
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var detected:Bool = false;
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for (entry in ignoreExclusionPref)
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{
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if (StringTools.startsWith(id, entry))
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{
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detected = true;
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break;
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}
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}
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if (!detected) return;
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}
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else
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return;
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}
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var correctName = correctAnimationName(name);
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var correctName = correctAnimationName(name);
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if (correctName == null) return;
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if (correctName == null) return;
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