Fixed macro issue

This commit is contained in:
NeeEoo
2024-04-12 02:36:46 +02:00
parent 2f552ae519
commit f3bb4e2f50
8 changed files with 50 additions and 48 deletions
@@ -1,7 +1,5 @@
package funkin.backend.scripting.events;
import funkin.backend.scripting.events.PlayAnimEvent.PlayAnimContext;
final class DirectionAnimEvent extends CancellableEvent {
/**
Default animation that will be played
@@ -0,0 +1,36 @@
package funkin.backend.scripting.events;
/**
Contains all contexts possible for `PlayAnimEvent`.
**/
enum abstract PlayAnimContext(String) {
/**
No context was given for the animation.
The character won't dance until the animation is finished
**/
var NONE = null;
/**
Whenever a note is hit and a sing animation will be played.
The character will only dance after their holdTime is reached.
**/
var SING = "SING";
/**
Whenever a dance animation is played.
The character's dancing wont be blocked.
**/
var DANCE = "DANCE";
/**
Whenever a note is missed and a miss animation will be played.
Only for scripting, since it has the same effects as SING.
**/
var MISS = "MISS";
/**
Locks the character's animation.
Prevents the character from dancing, even if the animation ended.
**/
var LOCK = "LOCK";
}
@@ -25,39 +25,4 @@ final class PlayAnimEvent extends CancellableEvent {
Context of the animation
**/
public var context:PlayAnimContext;
}
/**
Contains all contexts possible for `PlayAnimEvent`.
**/
enum abstract PlayAnimContext(String) {
/**
No context was given for the animation.
The character won't dance until the animation is finished
**/
var NONE = null;
/**
Whenever a note is hit and a sing animation will be played.
The character will only dance after their holdTime is reached.
**/
var SING = "SING";
/**
Whenever a dance animation is played.
The character's dancing wont be blocked.
**/
var DANCE = "DANCE";
/**
Whenever a note is missed and a miss animation will be played.
Only for scripting, since it has the same effects as SING.
**/
var MISS = "MISS";
/**
Locks the character's animation.
Prevents the character from dancing, even if the animation ended.
**/
var LOCK = "LOCK";
}