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Fix battle sprite losing shininess in battle animations
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@ -798,7 +798,7 @@ export abstract class BattleAnim {
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let sprite: Phaser.GameObjects.Sprite;
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let sprite: Phaser.GameObjects.Sprite;
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sprite = scene.addPokemonSprite(isUser ? user : target, 0, 0, spriteSource.texture, spriteSource.frame.name, true);
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sprite = scene.addPokemonSprite(isUser ? user : target, 0, 0, spriteSource.texture, spriteSource.frame.name, true);
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[ 'spriteColors', 'fusionSpriteColors' ].map(k => sprite.pipelineData[k] = (isUser ? user : target).getSprite().pipelineData[k]);
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[ 'spriteColors', 'fusionSpriteColors' ].map(k => sprite.pipelineData[k] = (isUser ? user : target).getSprite().pipelineData[k]);
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sprite.setPipelineData('spriteKey', (isUser ? user : target).getSpriteKey());
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sprite.setPipelineData('spriteKey', (isUser ? user : target).getBattleSpriteKey());
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sprite.setPipelineData('shiny', (isUser ? user : target).shiny);
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sprite.setPipelineData('shiny', (isUser ? user : target).shiny);
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sprite.setPipelineData('variant', (isUser ? user : target).variant);
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sprite.setPipelineData('variant', (isUser ? user : target).variant);
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sprite.setPipelineData('ignoreFieldPos', true);
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sprite.setPipelineData('ignoreFieldPos', true);
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