Fixed a crash on building destruction
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b4dbd50a8f
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b2aa7b2907
2 changed files with 3 additions and 1 deletions
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@ -104,6 +104,8 @@ colors = Array[Color]([Color(0, 0.6441987, 0.6693053, 1), Color(0.90588236, 0.15
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script = ExtResource("10_efxa6")
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boss = ExtResource("11_efxa6")
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[node name="Boss" parent="." instance=ExtResource("11_efxa6")]
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[connection signal="active_item_changed" from="Player" to="UIOverlay/ItemUI" method="_on_player_active_item_changed"]
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[connection signal="health_changed" from="Player" to="UIOverlay/Healthbar" method="_on_player_health_changed"]
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[connection signal="max_hp_changed" from="Player" to="UIOverlay/Healthbar" method="_on_player_max_hp_changed"]
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@ -56,7 +56,7 @@ func place_object_list(obj_list : Node2D, building):
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# The building remembers these objects: If it is destroyed, so are they.
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if object is Platform or object is Trap or object is Item:
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building.objects.append(object)
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if "building" in object: object.building = self
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if "building" in object: object.building = building
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# This scales platforms hoizontally to make sure they still form a floor without gaps.
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if(object.has_method("init_at_horizontal_distortion")):
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object.init_at_horizontal_distortion(object.position.length() / Grid.ground_radius)
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