fix: use a.loop_mode instead of a.mode for Godot 4.x Animation

This commit is contained in:
2026-06-23 12:36:53 -04:00
parent 0da573f11f
commit e2a4e3997e
+1 -1
View File
@@ -81,7 +81,7 @@ func load_model(path: String) -> void:
print("SkinnedPlayerModel: %d animations available:" % anim_list.size())
for anim_name in anim_list:
var a = animation_player.get_animation(anim_name)
print(" - %s (%.2fs, loop=%s)" % [anim_name, a.length, a.mode])
print(" - %s (%.2fs, loop=%s)" % [anim_name, a.length, a.loop_mode])
# Auto-play idle
if animation_player.has_animation("idle"):
animation_player.play("idle")