I am using an AnimatedSprite2D node and don’t want to use await. I want to have a looping animation, then when a condition is met play a non-looping animation until it is finished, then move back to a looping animation. I cant seem to find the method to do this so help would be appreciated, thanks in advance!
You can connect the signal animation_finished()
In the handling function you can check / match self.animation
and play the relevant animation.
Not sure if you want to avoid signals or just avoid an await in a particular function.
Edit: if you want it to be generic, like you play any animation and go back to the last one when it’s done, you can have a var _last_anim: String = "idle"
and save the current anim before you change to a looping one, and then in the handler function change to the last anim if it’s not blank.
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I’ll be honest I didn’t know signals were a thing, so I’m glad to have had this problem to force me to learn. Thanks lol : D
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