diff --git a/source/funkin/input/Controls.hx b/source/funkin/input/Controls.hx index 2d7a2a568..fff31206d 100644 --- a/source/funkin/input/Controls.hx +++ b/source/funkin/input/Controls.hx @@ -484,8 +484,7 @@ class Controls extends FlxActionSet static function init():Void { - var actions = new FlxActionManager(); - FlxG.inputs.add(actions); + FlxG.inputs.addUniqueType(new FlxActionManager()); } /** diff --git a/source/funkin/ui/debug/stageeditor/toolboxes/StageEditorObjectGraphicToolbox.hx b/source/funkin/ui/debug/stageeditor/toolboxes/StageEditorObjectGraphicToolbox.hx index 01e007527..e3eb32570 100644 --- a/source/funkin/ui/debug/stageeditor/toolboxes/StageEditorObjectGraphicToolbox.hx +++ b/source/funkin/ui/debug/stageeditor/toolboxes/StageEditorObjectGraphicToolbox.hx @@ -137,7 +137,9 @@ class StageEditorObjectGraphicToolbox extends StageEditorDefaultToolbox // Set the names of the frames. for (i in 0...linkedObj.frames.frames.length) { - linkedObj.frames.framesHash.set('Frame$i', linkedObj.frames.frames[i]); + @:privateAccess + linkedObj.frames.framesByName.set('Frame$i', linkedObj.frames.frames[i]); + linkedObj.frames.frames[i].name = 'Frame$i'; } @@ -146,7 +148,7 @@ class StageEditorObjectGraphicToolbox extends StageEditorDefaultToolbox stageEditorState.updateDialog(OBJECT_ANIMS); } - + this.onDialogClosed = onClose; } diff --git a/source/funkin/ui/freeplay/FreeplayState.hx b/source/funkin/ui/freeplay/FreeplayState.hx index f10ac86e2..9f856e398 100644 --- a/source/funkin/ui/freeplay/FreeplayState.hx +++ b/source/funkin/ui/freeplay/FreeplayState.hx @@ -1329,7 +1329,7 @@ class FreeplayState extends MusicBeatSubState fadeShader.fade(1.0, 0.0, 0.8, {ease: FlxEase.quadIn}); FlxG.sound.music?.fadeOut(0.9, 0); new FlxTimer().start(0.9, _ -> { - FlxG.switchState(new funkin.ui.charSelect.CharSelectSubState({character: currentCharacterId} // Passing the currrent Freeplay character to the CharSelect so we can start it with that character selected + FlxG.switchState(() -> new funkin.ui.charSelect.CharSelectSubState({character: currentCharacterId} // Passing the currrent Freeplay character to the CharSelect so we can start it with that character selected )); }); for (grpSpr in exitMoversCharSel.keys())