diff --git a/frontend/assets/scenes/offline_map_1.fire b/frontend/assets/scenes/offline_map_1.fire index 321970b..0ac0a62 100644 --- a/frontend/assets/scenes/offline_map_1.fire +++ b/frontend/assets/scenes/offline_map_1.fire @@ -454,7 +454,7 @@ "array": [ 0, 0, - 217.09900263394968, + 210.4441731196186, 0, 0, 0, diff --git a/frontend/assets/scripts/AttackingCharacter.js b/frontend/assets/scripts/AttackingCharacter.js index 625c1a9..dc13938 100644 --- a/frontend/assets/scripts/AttackingCharacter.js +++ b/frontend/assets/scripts/AttackingCharacter.js @@ -59,6 +59,9 @@ cc.Class({ if (newCharacterState != prevCharacterState) { if (newAnimName == this.animComp.animationName) { if (ATK_CHARACTER_STATE.Idle1[0] == newCharacterState || ATK_CHARACTER_STATE.Walking[0] == newCharacterState) { + if (false == this.animComp._playing) { + this.animComp.playAnimation(newAnimName); + } // No need to interrupt // console.warn(`JoinIndex=${rdfPlayer.joinIndex}, not interrupting ${newAnimName} while the playing anim is also ${this.animComp.animationName}, player rdf changed from: ${null == prevRdfPlayer ? null : JSON.stringify(prevRdfPlayer)}, , to: ${JSON.stringify(rdfPlayer)}`); return; @@ -71,6 +74,7 @@ cc.Class({ // the playing animation was falsely predicted this._interruptPlayingAnimAndPlayNewAnim(rdfPlayer, prevRdfPlayer, newCharacterState, newAnimName); } + // TODO: What if (newAnimName == this.animComp.animationName) but (false == this.animComp._playing) by now? Do we just force it to play from beginning or use "this._interruptPlayingAnimAndPlayNewAnim"? } },