fix: FIxed non-editor call to _set_animation_player (#369)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
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@@ -415,6 +415,9 @@ func _get_property_list():
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#
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# - node_path: Path to the player node
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func _set_animation_player_node(node_path: NodePath):
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if not Engine.is_editor_hint():
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return
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if node_path == "":
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animation_player_node = node_path
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return
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@@ -204,6 +204,14 @@ var animations: ESCAnimationResource
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ESCAnimationsResource (for walking, idling...)
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### animation\_sprite
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```gdscript
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var animation_sprite
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```
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Reference to the animation node (null if none was found)
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### terrain
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```gdscript
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@@ -204,6 +204,7 @@ script = ExtResource( 1 )
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global_id = "player"
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is_movable = true
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dialog_color = Color( 1, 1, 1, 1 )
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animation_player_node = NodePath("sprite")
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animations = ExtResource( 3 )
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[node name="sprite" type="AnimatedSprite" parent="."]
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