(function () { // (C)2020 ぽに犬/ponidog // This software is released under the MIT License. // http://opensource.org/licenses/mit-license.php //---- //ver 1.0 必要だったので作った。(20-8/23) //ver 1.01 見直したらデフォルトバリューが代入されてなかった。(20-8/23) /*:ja *@target MZ * @plugindesc ピクチャより上でアニメが再生されるようにする * @author ponidog * @url https://twitter.com/ponidog * @help *  ピクチャより上でアニメが再生されるようになります。 *   プラグインコマンドでon/offができるので場合に応じて使ってください。 * This software is released under the MIT License. * @command Anime-over-On * @text ピクチャの上で表示 * @desc ピクチャの上で表示 * * @command Anime-over-Off * @text ピクチャの下で表示 * @desc ピクチャの下で表示 * * @param DefaultValue * @desc デフォルト * @default true * @type boolean */ /*: *@target MZ * @plugindesc Make the animation play above the picture * @author ponidog * @url https://twitter.com/ponidog * @help Make the animation play above the picture * You can use the plugin command to turn it on and off, * so use it when necessary. * * *This software is released under the MIT License. * @command Anime-over-On * @text Display on the picture * @desc Display on the picture * * @command Anime-over-Off * @text View under the picture * @desc View under the picture * * @param DefaultValue * @desc Default * @default true * @type boolean */ "use strict"; const pluginName = "ponidog_upper_animation"; let parameters = PluginManager.parameters("ponidog_upper_animation"); //デフォルト let DefaultValue = parameters["DefaultValue"]; if (DefaultValue === "true") DefaultValue = true; else { DefaultValue = false; } var aboveOnSwitch = DefaultValue; //-------------コマンド PluginManager.registerCommand(pluginName, "Anime-over-On", (args) => { aboveOnSwitch = true; }); PluginManager.registerCommand(pluginName, "Anime-over-Off", (args) => { aboveOnSwitch = false; }); //================== // 上書き Spriteset_Base.prototype.createAnimationSprite = function (targets, animation, mirror, delay) { const mv = this.isMVAnimation(animation); const sprite = new (mv ? Sprite_AnimationMV : Sprite_Animation)(); const targetSprites = this.makeTargetSprites(targets); const baseDelay = this.animationBaseDelay(); const previous = delay > baseDelay ? this.lastAnimationSprite() : null; if (this.animationShouldMirror(targets[0])) { mirror = !mirror; } sprite.targetObjects = targets; sprite.setup(targetSprites, animation, mirror, delay, previous); this._effectsContainer.addChild(sprite); this._animationSprites.push(sprite); //▼付け加えた箇所 if (aboveOnSwitch) { //debugger; SceneManager._scene._spriteset.addChild(sprite); } else { SceneManager._scene._spriteset.removeChild(sprite); } }; //============================================================================= })();