🆙 Fix Sleep & Blinking eye's

This commit is contained in:
duckietm
2026-03-02 16:52:08 +01:00
parent 408fd28d55
commit b456def1de
5 changed files with 57 additions and 23 deletions
@@ -1,5 +1,4 @@
import { AlphaTolerance, AvatarAction, AvatarGuideStatus, AvatarSetType, IAdvancedMap, IAvatarEffectListener, IAvatarImage, IAvatarImageListener, IGraphicAsset, IObjectVisualizationData, IRoomGeometry, IRoomObject, IRoomObjectModel, RoomObjectSpriteType, RoomObjectVariable } from '@nitrots/api';
import { GetAssetManager } from '@nitrots/assets';
import { AdvancedMap, GetRenderer } from '@nitrots/utils';
import { Container, RenderTexture, Sprite, Texture } from 'pixi.js';
import { RoomObjectSpriteVisualization } from '../RoomObjectSpriteVisualization';
@@ -429,7 +428,7 @@ export class AvatarVisualization extends RoomObjectSpriteVisualization implement
const assetName = ((((((this._avatarImage.getScale() + '_') + spriteData.member) + '_') + dd) + '_') + frameNumber);
const asset = GetAssetManager().getAsset(assetName);
const asset = this._avatarImage.getAsset(assetName);
if(!asset) continue;
@@ -958,7 +957,15 @@ export class AvatarVisualization extends RoomObjectSpriteVisualization implement
if(this._talk) this._avatarImage.appendAction(AvatarAction.TALK);
if(this._sleep || this._blink) this._avatarImage.appendAction(AvatarAction.SLEEP);
if(this._sleep)
{
this._avatarImage.appendAction(AvatarAction.SLEEP);
}
else if(this._blink)
{
this._avatarImage.appendAction(AvatarAction.BLINK);
this._avatarImage.appendAction(AvatarAction.SLEEP);
}
if(this._expression > 0)
{
@@ -1189,7 +1196,7 @@ export class AvatarVisualization extends RoomObjectSpriteVisualization implement
{
sprite.libraryAssetName = 'sh_std_sd_1_0_0';
this._shadow = GetAssetManager().getAsset(sprite.libraryAssetName);
this._shadow = this._avatarImage.getAsset(sprite.libraryAssetName);
offsetX = -8;
offsetY = ((this._canStandUp) ? 6 : -3);
@@ -1198,7 +1205,7 @@ export class AvatarVisualization extends RoomObjectSpriteVisualization implement
{
sprite.libraryAssetName = 'h_std_sd_1_0_0';
this._shadow = GetAssetManager().getAsset(sprite.libraryAssetName);
this._shadow = this._avatarImage.getAsset(sprite.libraryAssetName);
offsetX = -17;
offsetY = ((this._canStandUp) ? 10 : -7);