chore: leave ANIM-DIAG logging for next session
Turn-left / strafe-left / walk-backward animations still not playing despite the left→right fallback. Diagnostic logging added to UpdatePlayerAnimation to capture exactly what happens when these commands fire. Next session: check the log output, the issue may be that UpdatePlayerAnimation is never called for these commands (the priority logic skips turn when forward is active, etc.). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -2079,7 +2079,13 @@ public sealed class GameWindow : IDisposable
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}
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}
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if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return;
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if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame)
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{
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Console.WriteLine($"[ANIM-DIAG] FAILED: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} cmdOverride=0x{cmdOverride:X4} cycle={cycle is not null} fr={cycle?.Framerate} lo={cycle?.LowFrame} hi={cycle?.HighFrame}");
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return;
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}
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Console.WriteLine($"[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}");
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// If the entity has a sequencer, use SetCycle for transition-link-aware
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// motion switching. Pass the RESOLVED command (after left→right fallback)
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