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https://github.com/ninjamuffin99/Funkin.git
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Merge branch 'rewrite/master' into feature/units
This commit is contained in:
commit
cc8b2b2d20
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@ -690,6 +690,11 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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*/
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*/
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var activeToolboxes:Map<String, CollapsibleDialog> = new Map<String, CollapsibleDialog>();
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var activeToolboxes:Map<String, CollapsibleDialog> = new Map<String, CollapsibleDialog>();
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/**
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* The camera component we're using for this state.
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*/
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var uiCamera:FlxCamera;
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// Audio
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// Audio
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/**
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/**
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@ -2028,7 +2033,8 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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loadPreferences();
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loadPreferences();
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fixCamera();
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uiCamera = new FlxCamera();
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FlxG.cameras.reset(uiCamera);
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buildDefaultSongData();
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buildDefaultSongData();
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@ -5287,7 +5293,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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Paths.setCurrentLevel('weekend1');
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Paths.setCurrentLevel('weekend1');
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}
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}
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subStateClosed.add(fixCamera);
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subStateClosed.add(reviveUICamera);
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subStateClosed.add(resetConductorAfterTest);
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subStateClosed.add(resetConductorAfterTest);
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FlxTransitionableState.skipNextTransIn = false;
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FlxTransitionableState.skipNextTransIn = false;
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@ -5312,6 +5318,11 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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}
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}
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if (audioVocalTrackGroup != null) targetState.vocals = audioVocalTrackGroup;
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if (audioVocalTrackGroup != null) targetState.vocals = audioVocalTrackGroup;
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// Kill and replace the UI camera so it doesn't get destroyed during the state transition.
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uiCamera.kill();
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FlxG.cameras.remove(uiCamera, false);
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FlxG.cameras.reset(new FlxCamera());
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this.persistentUpdate = false;
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this.persistentUpdate = false;
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this.persistentDraw = false;
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this.persistentDraw = false;
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stopWelcomeMusic();
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stopWelcomeMusic();
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@ -5401,13 +5412,12 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
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}
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}
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/**
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/**
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* Fix a camera issue caused when closing the PlayState used when testing.
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* Revive the UI camera and re-establish it as the main camera so UI elements depending on it don't explode.
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*/
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*/
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function fixCamera(_:FlxSubState = null):Void
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function reviveUICamera(_:FlxSubState = null):Void
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{
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{
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FlxG.cameras.reset(new FlxCamera());
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uiCamera.revive();
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FlxG.camera.focusOn(new FlxPoint(FlxG.width / 2, FlxG.height / 2));
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FlxG.cameras.reset(uiCamera);
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FlxG.camera.zoom = 1.0;
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add(this.root);
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add(this.root);
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}
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}
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