How do I call up an animation in the dialogue by making it an autoload? #833
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I've a new user to godot, it is my first time making a game so I apologise if this is a dumb question. I can't seem to find much on animation managers like this and I assume there's a way to do it by autoloading a single function that takes in the chicken instance, but don't know, and I would love to know what the right way is. |
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I managed to learn how to do it by using autoloads and a dictionary to store the node names and their related animations. For those who are very fresh beginners to godot like me, I created a ChickenManager autoload script, which can be generalised to an animation manager later:
ChickenManager.gd:
and added this script to my chic…