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https://github.com/OpenDiablo2/OpenDiablo2
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Don't reset animation when changing direction (#248)
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parent
413d95335a
commit
5b6da2434f
@ -86,6 +86,7 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in
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if v.Cof.NumberOfDirections == 0 || v.Cof.NumberOfLayers == 0 || v.Cof.FramesPerDirection == 0 {
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if v.Cof.NumberOfDirections == 0 || v.Cof.NumberOfLayers == 0 || v.Cof.FramesPerDirection == 0 {
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return
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return
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}
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}
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resetAnimation := v.animationMode != animationMode || v.weaponClass != weaponClass
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v.animationMode = animationMode
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v.animationMode = animationMode
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v.weaponClass = weaponClass
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v.weaponClass = weaponClass
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v.direction = direction
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v.direction = direction
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@ -101,7 +102,7 @@ func (v *AnimatedEntity) SetMode(animationMode, weaponClass string, direction in
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}
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}
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}
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}
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v.updateFrameCache()
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v.updateFrameCache(resetAnimation)
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}
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}
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func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FileProvider) d2dcc.DCC {
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func (v *AnimatedEntity) LoadLayer(layer string, fileProvider d2interface.FileProvider) d2dcc.DCC {
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@ -196,8 +197,10 @@ func (v *AnimatedEntity) Render(target *ebiten.Image, offsetX, offsetY int) {
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}
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}
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}
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}
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func (v *AnimatedEntity) updateFrameCache() {
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func (v *AnimatedEntity) updateFrameCache(resetAnimation bool) {
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v.currentFrame = 0
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if resetAnimation {
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v.currentFrame = 0
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}
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// TODO: This animation data madness is incorrect, yet tasty
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// TODO: This animation data madness is incorrect, yet tasty
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animDataTemp := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)]
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animDataTemp := d2data.AnimationData[strings.ToLower(v.token+v.animationMode+v.weaponClass)]
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if animDataTemp == nil {
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if animDataTemp == nil {
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