Fixed bug where walk action initiated by ESC would never call finished().
Also removed call to inexisting function in ESCInventoryContainer.
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@@ -90,7 +90,7 @@ func _process(time):
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current_animation = animation_to_play
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escoria.report_warnings("movable.gd:_process()",
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["Character " + parent.global_id + " has no animation " + animation_to_play,
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"Bypassing missing animation and proceed movement."])
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"Bypassing missing animation and proceed movement."], true)
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pose_scale = parent.animations.directions[last_dir][1]
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@@ -132,7 +132,6 @@ func walk_to(pos : Vector2, p_walk_context = null):
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walk_context["fast"] = p_walk_context["fast"]
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return true
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else:
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# return false
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pass
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if parent.task == parent.PLAYER_TASKS.NONE:
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parent.task = parent.PLAYER_TASKS.WALK
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@@ -197,6 +196,7 @@ func walk_stop(pos):
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last_dir = orientation
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parent.animation_sprite.play(parent.animations.idles[orientation][0])
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pose_scale = parent.animations.idles[orientation][1]
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else:
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parent.animation_sprite.play(parent.animations.idles[last_dir][0])
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pose_scale = parent.animations.idles[last_dir][1]
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@@ -204,10 +204,11 @@ func walk_stop(pos):
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if walk_context != null:
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escoria.esc_level_runner.finished(walk_context)
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# escoria.esc_level_runner.finished()
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escoria.esc_level_runner.finished()
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# walk_context = null
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yield(parent.animation_sprite, "animation_finished")
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printt(parent.global_id + " arrived at ", walk_context)
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parent.emit_signal("arrived", walk_context)
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