Fix an issue where Pico's retry animation is broken on Ugh/Guns Pico Mix

This commit is contained in:
EliteMasterEric
2025-04-09 15:58:44 -04:00
committed by Cameron Taylor
parent 0a7bd3111f
commit 9ff14aed42
5 changed files with 11 additions and 15 deletions
+1 -1
Submodule assets updated: 96efb6e837...23a23165c1
@@ -247,8 +247,8 @@ class DialogueBox extends FlxSpriteGroup implements IDialogueScriptedClass imple
var animNames:Array<String> = this.boxSprite?.animation?.getNameList() ?? [];
trace('[DIALOGUE BOX] Successfully loaded ${animNames.length} animations for ${id}');
boxSprite.animation.callback = this.onAnimationFrame;
boxSprite.animation.finishCallback = this.onAnimationFinished;
boxSprite.animation.onFrameChange.add(this.onAnimationFrame);
boxSprite.animation.onFinish.add(this.onAnimationFinished);
}
/**
+2 -2
View File
@@ -52,8 +52,8 @@ class StrumlineNote extends FunkinSprite
setup(noteStyle);
this.animation.callback = onAnimationFrame;
this.animation.finishCallback = onAnimationFinished;
this.animation.onFrameChange.add(onAnimationFrame);
this.animation.onFinish.add(onAnimationFinished);
// Must be true for animations to play.
this.active = true;
+2 -2
View File
@@ -107,8 +107,8 @@ class Bopper extends StageProp implements IPlayStateScriptedClass
if (this.animation != null)
{
this.animation.callback = this.onAnimationFrame;
this.animation.finishCallback = this.onAnimationFinished;
this.animation.onFrameChange.add(this.onAnimationFrame);
this.animation.onFinish.add(this.onAnimationFinished);
}
}
@@ -100,16 +100,12 @@ class CharacterPlayer extends Box
if (flip) character.flipX = !character.flipX;
if (targetScale != 1.0) character.setScale(targetScale);
character.animation.callback = function(name:String = '', frameNumber:Int = -1, frameIndex:Int = -1) {
@:privateAccess
character.onAnimationFrame(name, frameNumber, frameIndex);
character.animation.onFrameChange.add(function(name:String = '', frameNumber:Int = -1, frameIndex:Int = -1) {
dispatch(new AnimationEvent(AnimationEvent.FRAME));
};
character.animation.finishCallback = function(name:String = '') {
@:privateAccess
character.onAnimationFinished(name);
});
character.animation.onFinish.add(function(name:String = '') {
dispatch(new AnimationEvent(AnimationEvent.END));
};
});
add(character);
invalidateComponentLayout();