Example character level animations.
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@ -9,34 +9,23 @@
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#include "prefabs/characters/DeathPrefab.hpp"
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#include "scene/components/audio/AudioListener.hpp"
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#include "scene/components/audio/AudioSource.hpp"
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#include "visualnovel/events/characters/VisualNovelFadeCharacterEvent.hpp"
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#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
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namespace Dawn {
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class Scene_1 : public PixelVNScene {
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protected:
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DeathPrefab *death;
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AudioSource *source;
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void onFinished() {
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std::cout << "Finished" << std::endl;
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source->rewind();
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}
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DeathPrefab *death2;
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void vnStage() override {
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PixelVNScene::vnStage();
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this->death = DeathPrefab::create(this);
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// this->death->vnCharacter.setOpacity(0);
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this->death->vnCharacter->setOpacity(0);
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auto sourceItem = this->createSceneItem();
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source = sourceItem->addComponent<AudioSource>();
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source->transform->setLocalPosition(glm::vec3(1, 0, 0));
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source->eventFinished.addListener(this, &Scene_1::onFinished);
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auto audio = this->game->assetManager.get<AudioAsset>("audio_test");
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source->setAudioData(audio);
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source->loop = true;
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source->state = AUDIO_SOURCE_STATE_PLAYING;
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this->death2 = DeathPrefab::create(this);
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this->death2->transform.setLocalPosition(glm::vec3(100, 0, 0));
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}
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void onSceneEnded() {
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@ -51,12 +40,29 @@ namespace Dawn {
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 1.0f);
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start
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// ->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
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// ->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
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->then(new VisualNovelBatchEvent(
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vnManager,
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std::vector<IVisualNovelEvent*>{
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new VisualNovelFadeCharacterEvent(
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vnManager,
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this->death->vnCharacter,
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true,
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&easeLinear,
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2.0f
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),
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new VisualNovelFadeCharacterEvent(
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vnManager,
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this->death2->vnCharacter,
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false,
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&easeLinear,
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2.0f
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)
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}
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))
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
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->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
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;
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return start;
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}
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