Small refactoring. Теперь выглядит лучше и расшире
This commit is contained in:
@@ -4,17 +4,121 @@ using Robust.Shared.Animations;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects;
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using static Content.Shared.Animations.EmoteAnimationComponent;
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using static Content.Shared.Animations.EmoteAnimationComponent;
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using Content.Shared.Interaction;
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namespace Content.Client.Animations;
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namespace Content.Client.Animations;
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public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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public class EmoteAnimationSystem : EntitySystem
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{
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{
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[Dependency] private readonly AnimationPlayerSystem AnimationSystem = default!;
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[Dependency] private readonly AnimationPlayerSystem _animationSystem = default!;
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private readonly Dictionary<string, Action<EntityUid>> _emoteList = new();
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//OnVerbsResponse?.Invoke(msg);
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public override void Initialize()
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public override void Initialize()
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{
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentHandleState>(OnHandleState);
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// EmoteFlip animation
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_emoteList.Add("EmoteFlip", (EntityUid uid) =>
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{
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var animationKey = "emoteAnimationKeyId";
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if (_animationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var baseAngle = Angle.Zero;
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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{
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if (sprite != null)
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baseAngle = sprite.Rotation;
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}
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(500),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 180), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 360), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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}
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}
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}
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};
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_animationSystem.Play(uid, animation, animationKey);
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});
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// EmoteJump animation
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_emoteList.Add("EmoteJump", (EntityUid uid) =>
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{
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var animationKey = "emoteAnimationKeyId";
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if (_animationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(250),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Cubic,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
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new AnimationTrackProperty.KeyFrame(new Vector2(0, 1), 0.125f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f),
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}
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}
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}
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};
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_animationSystem.Play(uid, animation, animationKey);
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});
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// EmoteTurn animation
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_emoteList.Add("EmoteTurn", (EntityUid uid) =>
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{
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var animationKey = "emoteAnimationKeyId_rotate"; // it needs for only rotate anim
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if (_animationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(600), // Пока пусть на 0.6 секунд. В идеале бы до 0.9 на 3 поворота
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(TransformComponent),
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Property = nameof(TransformComponent.LocalRotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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}
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}
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}
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};
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_animationSystem.Play(uid, animation, animationKey);
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});
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}
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}
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private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
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private void OnHandleState(EntityUid uid, EmoteAnimationComponent component, ref ComponentHandleState args)
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@@ -23,124 +127,6 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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return;
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return;
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component.AnimationId = state.AnimationId;
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component.AnimationId = state.AnimationId;
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_emoteList[component.AnimationId].Invoke(uid);
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switch(component.AnimationId)
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{
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case EmoteFlipActionPrototype:
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PlayEmoteFlip(uid);
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break;
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case EmoteJumpActionPrototype:
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PlayEmoteJump(uid);
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break;
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case EmoteTurnActionPrototype:
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PlayEmoteTurn(uid);
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break;
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default:
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break;
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}
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}
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public void PlayEmoteFlip(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId";
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var baseAngle = Angle.Zero;
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if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
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{
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if (sprite != null)
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baseAngle = sprite.Rotation;
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}
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(500),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Rotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 180), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees + 360), 0.25f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(baseAngle.Degrees), 0f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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public void PlayEmoteJump(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId";
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(250),
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(SpriteComponent),
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Property = nameof(SpriteComponent.Offset),
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InterpolationMode = AnimationInterpolationMode.Cubic,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0f),
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new AnimationTrackProperty.KeyFrame(new Vector2(0, 1), 0.125f),
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new AnimationTrackProperty.KeyFrame(Vector2.Zero, 0.125f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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public void PlayEmoteTurn(EntityUid uid)
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{
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var animationKey = "emoteAnimationKeyId_rotate"; // it needs for only rotate anim
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if (AnimationSystem.HasRunningAnimation(uid, animationKey))
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return;
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var animation = new Animation
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{
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Length = TimeSpan.FromMilliseconds(600), // Пока пусть на 0.6 секунд. В идеале бы до 0.9 на 3 поворота
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AnimationTracks =
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{
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new AnimationTrackComponentProperty
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{
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ComponentType = typeof(TransformComponent),
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Property = nameof(TransformComponent.LocalRotation),
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InterpolationMode = AnimationInterpolationMode.Linear,
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KeyFrames =
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{
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(0), 0f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(90), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(180), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.FromDegrees(270), 0.075f),
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new AnimationTrackProperty.KeyFrame(Angle.Zero, 0.075f),
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}
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}
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}
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};
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AnimationSystem.Play(uid, animation, animationKey);
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}
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}
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}
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}
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@@ -1,4 +1,5 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Content.Server.Actions;
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using Content.Server.Actions;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Actions.ActionTypes;
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using Content.Shared.Animations;
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using Content.Shared.Animations;
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@@ -8,18 +9,23 @@ using Content.Shared.Chat.Prototypes;
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namespace Content.Server.Animations;
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namespace Content.Server.Animations;
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public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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public class EmoteAnimationSystem : EntitySystem
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{
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{
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] private readonly ActionsSystem _action = default!;
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[Dependency] public readonly IPrototypeManager _proto = default!;
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/// <summary>
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/// We write 'EmoteAction' word before id name for instant action.
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/// Example: EmoteActionJump, EmoteActionFlip and etc.
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/// </summary>
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private const string INSTANT_IDENTIFIER = "EmoteAction";
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public override void Initialize()
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public override void Initialize()
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{
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{
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
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SubscribeLocalEvent<EmoteAnimationComponent, MapInitEvent>(OnMapInint);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<EmoteAnimationComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteEvent>(OnEmote);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteFlipActionEvent>(OnEmoteFlip);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteActionEvent>(OnEmoteAction);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteJumpActionEvent>(OnEmoteJump);
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SubscribeLocalEvent<EmoteAnimationComponent, EmoteTurnActionEvent>(OnEmoteTurn);
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}
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}
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private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
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private void OnGetState(EntityUid uid, EmoteAnimationComponent component, ref ComponentGetState args)
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@@ -29,26 +35,29 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
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private void OnMapInint(EntityUid uid, EmoteAnimationComponent component, MapInitEvent args)
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{
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{
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foreach (var item in _proto.EnumeratePrototypes<InstantActionPrototype>())
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{
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InstantAction? action;
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if (item.ID.Length > INSTANT_IDENTIFIER.Length &&
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item.ID[..INSTANT_IDENTIFIER.Length] == INSTANT_IDENTIFIER)
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action = new InstantAction(item);
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else
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continue;
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var actionFlip = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteFlipActionPrototype));
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if (action != null)
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var actionJump = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteJumpActionPrototype));
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{
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var actionTurn = new InstantAction(_proto.Index<InstantActionPrototype>(EmoteTurnActionPrototype));
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component.Actions.Add(action);
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component.FlipAction = actionFlip;
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_action.AddAction(uid, action, null);
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component.JumpAction = actionJump;
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}
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component.TurnAction = actionTurn;
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}
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_action.AddAction(uid, actionFlip, null);
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_action.AddAction(uid, actionJump, null);
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_action.AddAction(uid, actionTurn, null);
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}
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}
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private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
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private void OnShutdown(EntityUid uid, EmoteAnimationComponent component, ComponentShutdown args)
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{
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{
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if (component.FlipAction != null)
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foreach (var item in component.Actions)
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_action.RemoveAction(uid, component.FlipAction);
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{
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if (component.JumpAction != null)
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_action.RemoveAction(uid, item);
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_action.RemoveAction(uid, component.JumpAction);
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}
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if (component.TurnAction != null)
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_action.RemoveAction(uid, component.TurnAction);
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}
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}
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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private void OnEmote(EntityUid uid, EmoteAnimationComponent component, ref EmoteEvent args)
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@@ -59,17 +68,9 @@ public class EmoteAnimationSystem : SharedEmoteAnimationSystem
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PlayEmoteAnimation(uid, component, args.Emote.ID);
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PlayEmoteAnimation(uid, component, args.Emote.ID);
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}
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}
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private void OnEmoteFlip(EntityUid uid, EmoteAnimationComponent component, EmoteFlipActionEvent args)
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private void OnEmoteAction(EntityUid uid, EmoteAnimationComponent component, EmoteActionEvent args)
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{
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{
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PlayEmoteAnimation(uid, component, EmoteFlipActionPrototype);
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PlayEmoteAnimation(uid, component, args.Emote);
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}
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private void OnEmoteJump(EntityUid uid, EmoteAnimationComponent component, EmoteJumpActionEvent args)
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{
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PlayEmoteAnimation(uid, component, EmoteJumpActionPrototype);
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}
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private void OnEmoteTurn(EntityUid uid, EmoteAnimationComponent component, EmoteTurnActionEvent args)
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{
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PlayEmoteAnimation(uid, component, EmoteTurnActionPrototype);
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}
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}
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public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
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public void PlayEmoteAnimation(EntityUid uid, EmoteAnimationComponent component, string emoteId)
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@@ -6,16 +6,14 @@ using Robust.Shared.Serialization;
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namespace Content.Shared.Animations;
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namespace Content.Shared.Animations;
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/// <summary>
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/// <summary>
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/// Event for playing animations
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/// </summary>
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/// </summary>
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public class EmoteFlipActionEvent : InstantActionEvent { };
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public class EmoteActionEvent : InstantActionEvent
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{
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/// <summary>
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[ViewVariables]
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/// </summary>
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[DataField("emote", readOnly: true, required: true)]
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public class EmoteJumpActionEvent : InstantActionEvent { };
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public string Emote = default!;
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};
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/// <summary>
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/// </summary>
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public class EmoteTurnActionEvent : InstantActionEvent { };
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[RegisterComponent]
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[RegisterComponent]
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[NetworkedComponent]
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[NetworkedComponent]
|
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@@ -24,9 +22,7 @@ public class EmoteAnimationComponent : Component
|
|||||||
[ViewVariables(VVAccess.ReadWrite)]
|
[ViewVariables(VVAccess.ReadWrite)]
|
||||||
public string AnimationId = "none";
|
public string AnimationId = "none";
|
||||||
|
|
||||||
public InstantAction? FlipAction;
|
public readonly List<InstantAction> Actions = new();
|
||||||
public InstantAction? JumpAction;
|
|
||||||
public InstantAction? TurnAction;
|
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
[Serializable, NetSerializable]
|
||||||
public class EmoteAnimationComponentState : ComponentState
|
public class EmoteAnimationComponentState : ComponentState
|
||||||
|
|||||||
@@ -1,19 +0,0 @@
|
|||||||
using Robust.Shared.GameStates;
|
|
||||||
using static Content.Shared.Animations.EmoteAnimationComponent;
|
|
||||||
using Robust.Shared.Prototypes;
|
|
||||||
|
|
||||||
namespace Content.Shared.Animations;
|
|
||||||
|
|
||||||
public class SharedEmoteAnimationSystem : EntitySystem
|
|
||||||
{
|
|
||||||
public const string EmoteFlipActionPrototype = "EmoteFlip";
|
|
||||||
public const string EmoteJumpActionPrototype = "EmoteJump";
|
|
||||||
public const string EmoteTurnActionPrototype = "EmoteTurn";
|
|
||||||
|
|
||||||
[Dependency] public readonly SharedAppearanceSystem _appearance = default!;
|
|
||||||
[Dependency] public readonly IPrototypeManager _proto = default!;
|
|
||||||
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,26 +1,29 @@
|
|||||||
# flip animation
|
# flip animation
|
||||||
- type: instantAction
|
- type: instantAction
|
||||||
id: EmoteFlip
|
id: EmoteActionFlip
|
||||||
name: emote-flip-action-name
|
name: emote-flip-action-name
|
||||||
description: emote-flip-action-description
|
description: emote-flip-action-description
|
||||||
icon: Interface/Actions/blight.png
|
icon: Interface/Actions/blight.png
|
||||||
event: !type:EmoteFlipActionEvent
|
event: !type:EmoteActionEvent
|
||||||
|
emote: EmoteFlip
|
||||||
|
|
||||||
# jump animation
|
# jump animation
|
||||||
- type: instantAction
|
- type: instantAction
|
||||||
id: EmoteJump
|
id: EmoteActionJump
|
||||||
name: emote-jump-action-name
|
name: emote-jump-action-name
|
||||||
description: emote-jump-action-description
|
description: emote-jump-action-description
|
||||||
icon: Interface/Actions/blight.png
|
icon: Interface/Actions/blight.png
|
||||||
event: !type:EmoteJumpActionEvent
|
event: !type:EmoteActionEvent
|
||||||
|
emote: EmoteJump
|
||||||
|
|
||||||
# turn around in 4 directions animation
|
# turn around in 4 directions animation
|
||||||
- type: instantAction
|
- type: instantAction
|
||||||
id: EmoteTurn
|
id: EmoteActionTurn
|
||||||
name: emote-turn-action-name
|
name: emote-turn-action-name
|
||||||
description: emote-turn-action-description
|
description: emote-turn-action-description
|
||||||
icon: Interface/Actions/blight.png
|
icon: Interface/Actions/blight.png
|
||||||
event: !type:EmoteTurnActionEvent
|
event: !type:EmoteActionEvent
|
||||||
|
emote: EmoteTurn
|
||||||
|
|
||||||
|
|
||||||
# Using EmoteAnimation from IC action chat
|
# Using EmoteAnimation from IC action chat
|
||||||
|
|||||||
Reference in New Issue
Block a user