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[ENHANCEMENT/BUGFIX] Bopper sync and bpm change events #3903
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[ENHANCEMENT/BUGFIX] Bopper sync and bpm change events #3903
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Btw, this is a rewrite of #3092, which was broken and unorganized |
Ok I might found a solution, but maybe a better looking one could be found? |
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Yeah... still confused... |
This PR appears to have merge conflicts. Please fix them! |
Done |
There appears to be extra commits from main methinks |
I can see that, any way I can get rid of it? |
alright, let me a minute |
YEPEE!!! I THINK I DID IT!! |
Literally no idea why GitHub actions is acting this way... I've removed the labels it added. |
A little showcase of the |
Very cool showcase! |
Now I'm wondering if I should give a frame more than the actual animation to prevent what we see with Monster... Should I? |
Yeah, I think I see Monster bopping a little funky at the beginning. It'd be awesome if you could make his bopping more consistent! |
Or maybe we could keep it only for him? since he's crazy |
This fixes the bopper desyncing from each other, imitating the
if(curBeat % 2 == 0) dad.dance();
from the 0.3.X of the game, but calculate it automatically with the actual idle animation duration, usingdanceEvery
as a well, making it consistent with the BPM and camera bopping.For it to work, I also included
onBpmChange()
and thebpmChange
SongTimeScriptEvent
, called every time the bpm changes, allowing easier scripting instead of manually detecting it thoughbeatHit
if we use an.hxc
script.To do:
Find a way to handle the automation for a decimal
danceEvery
, currently ignored and works like before