fix: set a proper guard in case of no speaking animations (#488)
+ correct the upper limit check for the speaking index Co-authored-by: Duncan Brown <duncan@bhs-consultants.com>
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@@ -452,9 +452,11 @@ func turn_to(object: Node, wait: float = 0.0):
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# Play the talking animation
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func start_talking():
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if get_animation_player() and \
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_movable.last_dir >= 0 and \
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_movable.last_dir <= animations.speaks.size():
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# Only start the speaking animation if we actually have them setup
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if animations.speaks.size() > 0 \
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and get_animation_player() \
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and _movable.last_dir >= 0 \
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and _movable.last_dir < animations.speaks.size():
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if get_animation_player().is_playing():
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get_animation_player().stop()
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get_animation_player().play(
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@@ -464,9 +466,10 @@ func start_talking():
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# Stop playing the talking animation
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func stop_talking():
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if get_animation_player() and \
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_movable.last_dir >= 0 and \
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_movable.last_dir <= animations.idles.size():
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if animations.speaks.size() > 0 \
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and get_animation_player() \
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and _movable.last_dir >= 0 \
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and _movable.last_dir < animations.speaks.size():
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if get_animation_player().is_playing():
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get_animation_player().stop()
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get_animation_player().play(
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