diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index cd3cd00..4a4e966 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2079,7 +2079,13 @@ public sealed class GameWindow : IDisposable } } - if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; + if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) + { + Console.WriteLine($"[ANIM-DIAG] FAILED: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} cmdOverride=0x{cmdOverride:X4} cycle={cycle is not null} fr={cycle?.Framerate} lo={cycle?.LowFrame} hi={cycle?.HighFrame}"); + return; + } + + Console.WriteLine($"[ANIM-DIAG] OK: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} hasSeq={ae.Sequencer is not null} fr={cycle.Framerate} lo={cycle.LowFrame} hi={cycle.HighFrame}"); // If the entity has a sequencer, use SetCycle for transition-link-aware // motion switching. Pass the RESOLVED command (after left→right fallback)