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You made this game even better
- Split the mod into "Animation Framework" (will need to think of a name for it) and "Yayo's Animation"
- Animations are no longer designed in C# code but in the XML files
- Other mods can add animations, framework does nothing on its own and requires addons
- A single interaction can have multiple animations (picked at random, maybe something more complex later?)
- Each interaction can be configured in options (disable specific animations for it, add other animations to it, etc.)
Will probably take some time to do. Especially since I'm not sure how much time will have with some of my other responsibilities.
You are DADDY!!!
YOU ARE MY GOD DADDY!!!
I may finally finish making the rework/sequel, but depending on how big it will I could end up delaying it and just updating this version as well.
@AzoorFox
Evil russian monster
[Ref 2A186F8E]
at AM.GameComp.GameComponentTick () [0x0008f] in <e67c3f8e8f4e403b9022add30f150d4b>:0
at Verse.GameComponentUtility.GameComponentTick () [0x0001a] in <630e2863bc9a4a3493f2eff01e3a9556>:0
- POSTFIX com.yayo.yayoAni: Void YayoAnimation.HarmonyPatches.GameComponentUtilityPatch+DoTicking:Postfix()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
I got this issue. Wondering if this Yayo Animation working with custom pawn framework? Like (Moe / Milira, etc)