Spawn.gd (Spawn State)
extends State
var _start_position: = Vector2.ZERO
func _ready() -> void:
yield(owner, "ready")
_start_position = owner.position
func _on_PlayerSkin_animation_finished(anim_name: String) -> void:
_state_machine.transition_to("Move/Air") # Issues here maybe?
func enter(message: Dictionary = {}) -> void:
owner.is_active = false
owner.position = _start_position
#if owner.camera_rig:
# owner.camera_rig.is_active = false # This is for a "Camera rig" that we might want to reset.
owner.skin.play("Spawning")
owner.skin.connect("animation_finished", self, "_on_PlayerSkin_animation_finished")
func exit() -> void:
owner.is_active = true
#if owner.camera_rig:
# owner.camera_rig.is_active = true # This is for a "Camera rig" that we want restored.
owner.skin.disconnect("animation_finished", self, "_on_PlayerSkin_animation_finished")