diff --git a/assets b/assets index 225e248f1..9050732ec 160000 --- a/assets +++ b/assets @@ -1 +1 @@ -Subproject commit 225e248f148a92500a6fe90e4f10e4cd2acee782 +Subproject commit 9050732ec1cc69cbca9a9a73ee817459f84bdc53 diff --git a/source/funkin/modding/events/ScriptEvent.hx b/source/funkin/modding/events/ScriptEvent.hx index dd55de23b..70055b262 100644 --- a/source/funkin/modding/events/ScriptEvent.hx +++ b/source/funkin/modding/events/ScriptEvent.hx @@ -151,7 +151,8 @@ class HitNoteScriptEvent extends NoteScriptEvent public var hitDiff:Float = 0; /** - * If the hit causes a notesplash + * Whether this note hit causes a note splash to display. + * Defaults to true only on "sick" notes. */ public var doesNotesplash:Bool = false; diff --git a/source/funkin/play/character/BaseCharacter.hx b/source/funkin/play/character/BaseCharacter.hx index 4ef86c6a9..980cf2106 100644 --- a/source/funkin/play/character/BaseCharacter.hx +++ b/source/funkin/play/character/BaseCharacter.hx @@ -308,13 +308,26 @@ class BaseCharacter extends Bopper // so we can query which ones are available. this.comboNoteCounts = findCountAnimations('combo'); // example: combo50 this.dropNoteCounts = findCountAnimations('drop'); // example: drop50 - // trace('${this.animation.getNameList()}'); - // trace('Combo note counts: ' + this.comboNoteCounts); - // trace('Drop note counts: ' + this.dropNoteCounts); + if (comboNoteCounts.length > 0) trace('Combo note counts: ' + this.comboNoteCounts); + if (dropNoteCounts.length > 0) trace('Drop note counts: ' + this.dropNoteCounts); super.onCreate(event); } + override function onAnimationFinished(animationName:String):Void + { + super.onAnimationFinished(animationName); + + trace('${characterId} has finished animation: ${animationName}'); + if ((animationName.endsWith(Constants.ANIMATION_END_SUFFIX) && !animationName.startsWith('idle') && !animationName.startsWith('dance')) + || animationName.startsWith('combo') + || animationName.startsWith('drop')) + { + // Force the character to play the idle after the animation ends. + this.dance(true); + } + } + function resetCameraFocusPoint():Void { // Calculate the camera focus point @@ -368,9 +381,11 @@ class BaseCharacter extends Bopper // and Darnell (this keeps the flame on his lighter flickering). // Works for idle, singLEFT/RIGHT/UP/DOWN, alt singing animations, and anything else really. - if (!getCurrentAnimation().endsWith('-hold') && hasAnimation(getCurrentAnimation() + '-hold') && isAnimationFinished()) + if (!getCurrentAnimation().endsWith(Constants.ANIMATION_HOLD_SUFFIX) + && hasAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX) + && isAnimationFinished()) { - playAnimation(getCurrentAnimation() + '-hold'); + playAnimation(getCurrentAnimation() + Constants.ANIMATION_HOLD_SUFFIX); } // Handle character note hold time. @@ -395,7 +410,25 @@ class BaseCharacter extends Bopper { trace('holdTimer reached ${holdTimer}sec (> ${singTimeSec}), stopping sing animation'); holdTimer = 0; - dance(true); + + var currentAnimation:String = getCurrentAnimation(); + // Strip "-hold" from the end. + if (currentAnimation.endsWith(Constants.ANIMATION_HOLD_SUFFIX)) currentAnimation = currentAnimation.substring(0, + currentAnimation.length - Constants.ANIMATION_HOLD_SUFFIX.length); + + var endAnimation:String = currentAnimation + Constants.ANIMATION_END_SUFFIX; + if (hasAnimation(endAnimation)) + { + // Play the '-end' animation, if one exists. + trace('${characterId}: playing ${endAnimation}'); + playAnimation(endAnimation); + } + else + { + // Play the idle animation. + trace('${characterId}: attempting dance'); + dance(true); + } } } else @@ -408,7 +441,8 @@ class BaseCharacter extends Bopper public function isSinging():Bool { - return getCurrentAnimation().startsWith('sing'); + var currentAnimation:String = getCurrentAnimation(); + return currentAnimation.startsWith('sing') && !currentAnimation.endsWith(Constants.ANIMATION_END_SUFFIX); } override function dance(force:Bool = false):Void @@ -418,15 +452,15 @@ class BaseCharacter extends Bopper if (!force) { + // Prevent dancing while a singing animation is playing. if (isSinging()) return; + // Prevent dancing while a non-idle special animation is playing. var currentAnimation:String = getCurrentAnimation(); - if ((currentAnimation == 'hey' || currentAnimation == 'cheer') && !isAnimationFinished()) return; + if (!currentAnimation.startsWith('dance') && !currentAnimation.startsWith('idle') && !isAnimationFinished()) return; } - // Prevent dancing while another animation is playing. - if (!force && isSinging()) return; - + trace('${characterId}: Actually dancing'); // Otherwise, fallback to the super dance() method, which handles playing the idle animation. super.dance(); } @@ -499,6 +533,16 @@ class BaseCharacter extends Bopper this.playSingAnimation(event.note.noteData.getDirection(), false); holdTimer = 0; } + else if (characterType == GF && event.note.noteData.getMustHitNote()) + { + switch (event.judgement) + { + case 'sick' | 'good': + playComboAnimation(event.comboCount); + default: + playComboDropAnimation(event.comboCount); + } + } } /** @@ -521,25 +565,40 @@ class BaseCharacter extends Bopper } else if (event.note.noteData.getMustHitNote() && characterType == GF) { - var dropAnim = ''; + playComboDropAnimation(Highscore.tallies.combo); + } + } - // Choose the combo drop anim to play. - // If there are several (for example, drop10 and drop50) the highest one will be used. - // If the combo count is too low, no animation will be played. - for (count in dropNoteCounts) - { - if (event.comboCount >= count) - { - dropAnim = 'drop${count}'; - } - } + function playComboAnimation(comboCount:Int):Void + { + var comboAnim = 'combo${comboCount}'; + if (hasAnimation(comboAnim)) + { + trace('Playing GF combo animation: ${comboAnim}'); + this.playAnimation(comboAnim, true, true); + } + } - if (dropAnim != '') + function playComboDropAnimation(comboCount:Int):Void + { + var dropAnim:Null = null; + + // Choose the combo drop anim to play. + // If there are several (for example, drop10 and drop50) the highest one will be used. + // If the combo count is too low, no animation will be played. + for (count in dropNoteCounts) + { + if (comboCount >= count) { - trace('Playing GF combo drop animation: ${dropAnim}'); - this.playAnimation(dropAnim, true, true); + dropAnim = 'drop${count}'; } } + + if (dropAnim != null) + { + trace('Playing GF combo drop animation: ${dropAnim}'); + this.playAnimation(dropAnim, true, true); + } } /** diff --git a/source/funkin/util/Constants.hx b/source/funkin/util/Constants.hx index 1e0978839..2d4fef1f4 100644 --- a/source/funkin/util/Constants.hx +++ b/source/funkin/util/Constants.hx @@ -283,6 +283,21 @@ class Constants */ public static final DEFAULT_TIME_SIGNATURE_DEN:Int = 4; + /** + * ANIMATIONS + */ + // ============================== + + /** + * A suffix used for animations played when an animation would loop. + */ + public static final ANIMATION_HOLD_SUFFIX:String = '-hold'; + + /** + * A suffix used for animations played when an animation would end before transitioning to another. + */ + public static final ANIMATION_END_SUFFIX:String = '-end'; + /** * TIMING */