local U={wave=false;point=false;dance=true,dance2=true,dance3=true,laugh=false;cheer=false}math.randomseed(tick())function findExistingAnimationInSet(U,C)if U==nil or C==nil then return 0 end for y=1,U.count,1 do if U[y].anim.AnimationId==C.AnimationId then return y end end return 0 end function configureAnimationSet(U,C)if animTable[U]~=nil then for U,C in pairs(animTable[U].connections)do C:disconnect()end end animTable[U]={}animTable[U].count=0 animTable[U].totalWeight=0 animTable[U].connections={}local y=true local L=script:FindFirstChild(U)if y and L~=nil then table.insert(animTable[U].connections,L.ChildAdded:connect(function(y)configureAnimationSet(U,C)end))table.insert(animTable[U].connections,L.ChildRemoved:connect(function(y)configureAnimationSet(U,C)end))local y=0 for L,v in pairs(L:GetChildren())do if v:IsA("\065\110\105\109\097\116\105\111\110")then local L=1 local e=v:FindFirstChild("\087\101\105\103\104\116")if e~=nil then L=e.Value end animTable[U].count=animTable[U].count+1 y=animTable[U].count animTable[U][y]={}animTable[U][y].anim=v animTable[U][y].weight=L animTable[U].totalWeight=animTable[U].totalWeight+animTable[U][y].weight table.insert(animTable[U].connections,v.Changed:connect(function(y)configureAnimationSet(U,C)end))table.insert(animTable[U].connections,v.ChildAdded:connect(function(y)configureAnimationSet(U,C)end))table.insert(animTable[U].connections,v.ChildRemoved:connect(function(y)configureAnimationSet(U,C)end))end end end if animTable[U].count<=0 then for C,y in pairs(C)do animTable[U][C]={}animTable[U][C].anim=Instance.new("\065\110\105\109\097\116\105\111\110")animTable[U][C].anim.Name=U animTable[U][C].anim.AnimationId=y.id animTable[U][C].weight=y.weight animTable[U].count=animTable[U].count+1 animTable[U].totalWeight=animTable[U].totalWeight+y.weight end end for U,C in pairs(animTable)do for U=1,C.count,1 do if PreloadedAnims[C[U].anim.AnimationId]==nil then Humanoid:LoadAnimation(C[U].anim)PreloadedAnims[C[U].anim.AnimationId]=true end end end end
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames =
	{ wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false }

math.randomseed(tick())

function findExistingAnimationInSet(set, anim)
	if set == nil or anim == nil then
		return 0
	end

	for idx = 1, set.count, 1 do
		if set[idx].anim.AnimationId == anim.AnimationId then
			return idx
		end
	end

	return 0
end

function configureAnimationSet(name, fileList)
	if animTable[name] ~= nil then
		for _, connection in pairs(animTable[name].connections) do
			connection:disconnect()
		end
	end
	animTable[name] = {}
	animTable[name].count = 0
	animTable[name].totalWeight = 0
	animTable[name].connections = {}

	local allowCustomAnimations = true

	--local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
	--if not success then
	--	allowCustomAnimations = true
	--end

	-- check for config values
	local config = script:FindFirstChild(name)
	if allowCustomAnimations and config ~= nil then
		table.insert(
			animTable[name].connections,
			config.ChildAdded:connect(function(child)
				configureAnimationSet(name, fileList)
			end)
		)
		table.insert(
			animTable[name].connections,
			config.ChildRemoved:connect(function(child)
				configureAnimationSet(name, fileList)
			end)
		)

		local idx = 0
		for _, childPart in pairs(config:GetChildren()) do
			if childPart:IsA("Animation") then
				local newWeight = 1
				local weightObject = childPart:FindFirstChild("Weight")
				if weightObject ~= nil then
					newWeight = weightObject.Value
				end
				animTable[name].count = animTable[name].count + 1
				idx = animTable[name].count
				animTable[name][idx] = {}
				animTable[name][idx].anim = childPart
				animTable[name][idx].weight = newWeight
				animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
				table.insert(
					animTable[name].connections,
					childPart.Changed:connect(function(property)
						configureAnimationSet(name, fileList)
					end)
				)
				table.insert(
					animTable[name].connections,
					childPart.ChildAdded:connect(function(property)
						configureAnimationSet(name, fileList)
					end)
				)
				table.insert(
					animTable[name].connections,
					childPart.ChildRemoved:connect(function(property)
						configureAnimationSet(name, fileList)
					end)
				)
			end
		end
	end

	-- fallback to defaults
	if animTable[name].count <= 0 then
		for idx, anim in pairs(fileList) do
			animTable[name][idx] = {}
			animTable[name][idx].anim = Instance.new("Animation")
			animTable[name][idx].anim.Name = name
			animTable[name][idx].anim.AnimationId = anim.id
			animTable[name][idx].weight = anim.weight
			animTable[name].count = animTable[name].count + 1
			animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
		end
	end

	-- preload anims
	for i, animType in pairs(animTable) do
		for idx = 1, animType.count, 1 do
			if PreloadedAnims[animType[idx].anim.AnimationId] == nil then
				Humanoid:LoadAnimation(animType[idx].anim)
				PreloadedAnims[animType[idx].anim.AnimationId] = true
			end
		end
	end
end
