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Describe the bug
If an ability doesn't have a cooldown then end will trigger before activate.
To Reproduce
Steps to reproduce the behavior:
Add an ability without a cooldown. When testing it I changed hasCooldown in ability.gd to return false, and used the fireball spell.
Add some prints in the ability's activate and end funcs.
Run project.
Start the Simple 2D platformer.
Press space to activate the fireball.
See that it prints in end before activate.
Expected behavior End is triggered after activate.
Desktop (please complete the following information):
OS: macOS
Godot version 4.3
Additional context
From what I can gather, activate emits activated at the start, which triggers _handle_ability_activated, which will call end_ability if it doesn't have a cooldown and can be ended.
The text was updated successfully, but these errors were encountered:
Describe the bug
If an ability doesn't have a cooldown then
end
will trigger beforeactivate
.To Reproduce
Steps to reproduce the behavior:
hasCooldown
in ability.gd to return false, and used the fireball spell.activate
andend
funcs.Simple 2D platformer
.end
beforeactivate
.Expected behavior
End
is triggered afteractivate
.Desktop (please complete the following information):
Additional context
From what I can gather,
activate
emitsactivated
at the start, which triggers_handle_ability_activated
, which will callend_ability
if it doesn't have a cooldown and can be ended.The text was updated successfully, but these errors were encountered: