fix: guard for cases where no animations are set.

This commit is contained in:
Duncan Brown
2022-02-16 10:57:21 -05:00
parent 9d16122d1a
commit ea3543b5ee

View File

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