fix: Safety guard for characters without speaking animations (#457)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
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@@ -442,7 +442,9 @@ func turn_to(object: Node, wait: float = 0.0):
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# Play the talking animation
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func start_talking():
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if get_animation_player():
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if get_animation_player() and \
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_movable.last_dir >= 0 and \
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_movable.last_dir <= animations.speaks.size():
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if get_animation_player().is_playing():
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get_animation_player().stop()
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get_animation_player().play(
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@@ -452,7 +454,9 @@ func start_talking():
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# Stop playing the talking animation
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func stop_talking():
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if get_animation_player():
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if get_animation_player() and \
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_movable.last_dir >= 0 and \
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_movable.last_dir <= animations.idles.size():
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if get_animation_player().is_playing():
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get_animation_player().stop()
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get_animation_player().play(
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@@ -721,7 +721,7 @@ ui/inventory_item_size=Vector2( 72, 72 )
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debug/enable_room_selector=true
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debug/room_selector_room_dir="res://game/rooms"
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ui/dialog_managers=[ "res://addons/escoria-dialog-simple/esc_dialog_simple.gd" ]
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ui/default_dialog_type="avatar"
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ui/default_dialog_type="floating"
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dialog_simple/avatars_path="res://game/dialog_avatars"
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dialog_simple/text_speed_per_character=0.1
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dialog_simple/fast_text_speed_per_character=0.25
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