fix(anim): pass resolved command (not original) to sequencer SetCycle
The left→right fallback resolved the cycle correctly but still passed the original TurnLeft/SideStepLeft command to the sequencer. The sequencer did its own internal cycle lookup with the left-side command and found nothing → no animation played. Fix: track which command actually resolved (after fallback) and pass that to SetCycle so the sequencer's internal lookup matches. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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1 changed files with 6 additions and 2 deletions
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@ -2057,6 +2057,7 @@ public sealed class GameWindow : IDisposable
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// AC reuses right-side animations for left-side motions (played in
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// reverse). If the left-side command has no cycle, fall back to the
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// right-side equivalent so the player isn't stuck in idle.
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uint resolvedCommand = animCommand; // track which command actually resolved
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if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame)
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{
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ushort fallback = cmdOverride switch
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@ -2073,17 +2074,20 @@ public sealed class GameWindow : IDisposable
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motionTableIdOverride: _playerMotionTableId,
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stanceOverride: NonCombatStance,
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commandOverride: fallback);
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// Update resolvedCommand so the sequencer looks up the right cycle
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resolvedCommand = (animCommand & 0xFF000000u) | fallback;
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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 the entity has a sequencer, use SetCycle for transition-link-aware
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// motion switching. Otherwise update the legacy slerp path fields.
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// motion switching. Pass the RESOLVED command (after left→right fallback)
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// so the sequencer's internal cycle lookup finds the same animation.
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if (ae.Sequencer is not null)
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{
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uint fullStyle = 0x80000000u | (uint)NonCombatStance;
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ae.Sequencer.SetCycle(fullStyle, animCommand);
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ae.Sequencer.SetCycle(fullStyle, resolvedCommand);
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}
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ae.Animation = cycle.Animation;
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