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value: 0
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diff --git a/Assets/lua/door.lua b/Assets/lua/door.lua
index 5aed05d..43a799b 100644
--- a/Assets/lua/door.lua
+++ b/Assets/lua/door.lua
@@ -1,38 +1,44 @@
-- ============================================================================
--- door.lua - Interactable door that plays an open cutscene
+-- door.lua - Interactable door that opens/closes via animation
-- ============================================================================
--- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
--- Entity.SetActive, Controls, Audio
+-- Tests: onInteract, Animation.Play with onComplete, Animation.IsPlaying,
+-- Interact.SetEnabled, self.position, self.rotation, Audio
local isOpen = false
function onCreate(self)
isOpen = false
- Debug.Log("Door created")
+ Debug.Log("Door created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
end
function onInteract(self)
- if isOpen then
- setStatus("Door is already open")
+ if Animation.IsPlaying("door_open") or Animation.IsPlaying("door_close") then
return
end
- if Cutscene.IsPlaying() then return end
- isOpen = true
- Audio.Play("door_open", 100, 64)
- Controls.SetEnabled(false)
- setStatus("Opening door...")
+ if isOpen then
+ isOpen = false
+ Interact.SetEnabled(self, false)
+ Audio.Play("door_close", 100, 64)
+ setStatus("Closing door...")
- Cutscene.Play("door_open", {
- onComplete = function()
- Controls.SetEnabled(true)
- setStatus("Door opened! Path is clear.")
-
- -- Disable the door blocker object
- local blocker = Entity.Find("DoorBlocker")
- if blocker then
- Entity.SetActive(blocker, false)
+ Animation.Play("door_close", {
+ onComplete = function()
+ Interact.SetEnabled(self, true)
+ setStatus("Door closed.")
end
- end
- })
+ })
+ else
+ isOpen = true
+ Interact.SetEnabled(self, false)
+ Audio.Play("door_open", 100, 64)
+ setStatus("Opening door...")
+
+ Animation.Play("door_open", {
+ onComplete = function()
+ Interact.SetEnabled(self, true)
+ setStatus("Door opened!")
+ end
+ })
+ end
end
diff --git a/Assets/lua/luaScripts.zip b/Assets/lua/luaScripts.zip
new file mode 100644
index 0000000..5b3147d
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diff --git a/Assets/lua/luaScripts.zip.meta b/Assets/lua/luaScripts.zip.meta
new file mode 100644
index 0000000..9833b98
--- /dev/null
+++ b/Assets/lua/luaScripts.zip.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b0f059e707384a245bba2c3dc3c43aae
+DefaultImporter:
+ externalObjects: {}
+ userData:
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+ assetBundleVariant:
diff --git a/Assets/lua/movable.lua b/Assets/lua/movable.lua
index 71e9b08..692868c 100644
--- a/Assets/lua/movable.lua
+++ b/Assets/lua/movable.lua
@@ -13,8 +13,12 @@ end
function onInteract(self)
selected = not selected
if selected then
+ Controls.SetEnabled(false)
+ Interact.SetEnabled(self, false)
setStatus("Object selected! D-pad to move, Triangle to deselect.")
else
+ Controls.SetEnabled(true)
+ Interact.SetEnabled(self, true)
setStatus("Object deselected.")
end
end
@@ -23,7 +27,8 @@ function onButtonPress(self, button)
if not selected then return end
local pos = self.position
- local step = 1
+ local one = FixedPoint.new(1)
+ local step = one / 64
if button == Input.UP then
Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z + step))
@@ -39,6 +44,8 @@ function onButtonPress(self, button)
Entity.SetPosition(self, Vec3.new(pos.x, pos.y - step, pos.z))
elseif button == Input.TRIANGLE then
selected = false
+ Controls.SetEnabled(true)
+ Interact.SetEnabled(self, true)
setStatus("Object deselected.")
elseif button == Input.SQUARE then
local rot = Entity.GetRotationY(self)
diff --git a/Assets/lua/spinner.lua b/Assets/lua/spinner.lua
index 662746f..1f3ef53 100644
--- a/Assets/lua/spinner.lua
+++ b/Assets/lua/spinner.lua
@@ -4,17 +4,16 @@
function onCreate(self)
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
- Cutscene.Play("spin_loop", {loop = true})
end
function onInteract(self)
- if Cutscene.IsPlaying() then
- Cutscene.Stop()
+ if Animation.IsPlaying("anim_spinner") then
+ Animation.Stop("anim_spinner")
setStatus("Spinner stopped!")
Debug.Log("Spinner stopped at rotY=" .. Entity.GetRotationY(self)
.. " frame=" .. Timer.GetFrameCount())
else
- Cutscene.Play("spin_loop", {loop = true})
+ Animation.Play("anim_spinner", {loop = true})
setStatus("Spinner started!")
end
end
diff --git a/net.psxsplash.splashedit.Editor.csproj b/net.psxsplash.splashedit.Editor.csproj
index 012b577..92d0a48 100644
--- a/net.psxsplash.splashedit.Editor.csproj
+++ b/net.psxsplash.splashedit.Editor.csproj
@@ -121,6 +121,9 @@
Editor\Core\PSXConsoleWindow.cs
+
+ Editor\PSXAnimationEditor.cs
+
Editor\ToolchainChecker.cs
diff --git a/net.psxsplash.splashedit.Runtime.csproj b/net.psxsplash.splashedit.Runtime.csproj
index 88bd70b..8911afd 100644
--- a/net.psxsplash.splashedit.Runtime.csproj
+++ b/net.psxsplash.splashedit.Runtime.csproj
@@ -160,9 +160,15 @@
Runtime\PSXInteractable.cs
+
+ Runtime\PSXAnimationExporter.cs
+
Runtime\PSXTriggerBox.cs
+
+ Runtime\PSXAnimationClip.cs
+
Runtime\IPSXBinaryWritable.cs