LIP SYNC
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@@ -64,6 +64,8 @@ class FlxAnimate extends FlxSymbol
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// fix render order of ALL layers!
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// seperate frameList into layers
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// go thru animate file to see how it should all be ordered
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// per frame symbol stuff to fix lip sync (in ParseAnimate?)
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// definitely need to dig through Animate.json stuff
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function actualFrameRender()
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{
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@@ -96,6 +96,8 @@ class ParseAnimate
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public static var matrixHelp:Array<Array<Float>> = [];
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public static var trpHelpIDK:Array<Array<Float>> = [];
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public static var loopedFrameShit:Int = 0;
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public static function resetFrameList()
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{
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frameList = [];
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@@ -127,11 +129,30 @@ class ParseAnimate
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if (frameInput == null)
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frameInput = 0;
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var oldFrm:Int = frameInput;
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if (curLoopType == "SF")
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{
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trace(layer.LN);
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trace(frameArray);
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trace(frameInput);
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trace(curLoopType);
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}
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if (curLoopType == "LP")
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frameInput = frameArray[frameInput % frameArray.length];
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else if (curLoopType == "SF")
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{
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frameInput = frameArray[loopedFrameShit];
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// see what happens when something has more than 2 layer?
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}
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else
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frameInput = frameArray[frameInput];
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// trace(frameMap.get(frameInput));
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var frame:Frame = frameMap.get(frameInput);
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for (element in frame.E)
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@@ -154,6 +175,7 @@ class ParseAnimate
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depthTypeBeat = "";
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curLoopType = "";
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loopedFrameShit = 0;
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}
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else
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{
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@@ -161,7 +183,17 @@ class ParseAnimate
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trpHelpIDK.push([element.SI.TRP.x, element.SI.TRP.y]);
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depthTypeBeat += "->" + element.SI.SN;
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curLoopType = element.SI.LP;
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parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, element.SI.FF);
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var inputFrame:Int = element.SI.FF;
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// JANKY FIX, MAY NOT ACCOUNT FOR ALL SCENARIOS!
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if (curLoopType == "SF")
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{
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trace("LOOP SHIT: " + inputFrame);
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loopedFrameShit = inputFrame;
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}
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parseTimeline(symbolMap.get(element.SI.SN).TL, tabbed + 1, inputFrame);
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}
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}
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