fix: use a.loop_mode instead of a.mode for Godot 4.x Animation
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@@ -81,7 +81,7 @@ func load_model(path: String) -> void:
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print("SkinnedPlayerModel: %d animations available:" % anim_list.size())
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print("SkinnedPlayerModel: %d animations available:" % anim_list.size())
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for anim_name in anim_list:
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for anim_name in anim_list:
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var a = animation_player.get_animation(anim_name)
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var a = animation_player.get_animation(anim_name)
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print(" - %s (%.2fs, loop=%s)" % [anim_name, a.length, a.mode])
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print(" - %s (%.2fs, loop=%s)" % [anim_name, a.length, a.loop_mode])
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# Auto-play idle
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# Auto-play idle
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if animation_player.has_animation("idle"):
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if animation_player.has_animation("idle"):
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animation_player.play("idle")
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animation_player.play("idle")
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