extends Move class_name FallToLanding var finished := false func should_enter(input: InputPacket) -> String: if finished: input.actions.sort_custom(moves_priority_sort) return input.actions[0] return "fallToLanding" func on_enter_state(): finished = false player.velocity = Vector3.ZERO player.skin.animation_tree.animation_finished.connect(_on_animation_finished) player.skin.transition_fallToLanding() func _on_animation_finished(_name: String): # TODO: make sure animation is finished by using name finished = true player.skin.animation_tree.animation_finished.disconnect(_on_animation_finished)