Merge pull request #496 from godot-escoria/issue-98

fix: guard for cases where no animations are set.
This commit is contained in:
Duncan Brown
2022-02-16 11:51:33 -05:00
committed by GitHub

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@@ -453,7 +453,8 @@ func turn_to(object: Node, wait: float = 0.0):
# Play the talking animation
func start_talking():
# Only start the speaking animation if we actually have them setup
if animations.speaks.size() > 0 \
if animations.speaks != null \
and animations.speaks.size() > 0 \
and get_animation_player() \
and _movable.last_dir >= 0 \
and _movable.last_dir < animations.speaks.size():
@@ -466,7 +467,8 @@ func start_talking():
# Stop playing the talking animation
func stop_talking():
if animations.speaks.size() > 0 \
if animations.speaks != null \
and animations.speaks.size() > 0 \
and get_animation_player() \
and _movable.last_dir >= 0 \
and _movable.last_dir < animations.speaks.size():