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>
This commit is contained in:
Dennis Ploeger
2021-08-12 23:22:09 +02:00
committed by GitHub
parent a00bbd4d4d
commit 712083d126
3 changed files with 12 additions and 0 deletions

View File

@@ -415,6 +415,9 @@ func _get_property_list():
#
# - node_path: Path to the player node
func _set_animation_player_node(node_path: NodePath):
if not Engine.is_editor_hint():
return
if node_path == "":
animation_player_node = node_path
return

View File

@@ -204,6 +204,14 @@ var animations: ESCAnimationResource
 ESCAnimationsResource (for walking, idling...)
### animation\_sprite
```gdscript
var animation_sprite
```
Reference to the animation node (null if none was found)
### terrain
```gdscript

View File

@@ -204,6 +204,7 @@ script = ExtResource( 1 )
global_id = "player"
is_movable = true
dialog_color = Color( 1, 1, 1, 1 )
animation_player_node = NodePath("sprite")
animations = ExtResource( 3 )
[node name="sprite" type="AnimatedSprite" parent="."]