if finished:
input.actions.sort_custom(moves_priority_sort)
return input.actions[0]
- return "fallToLanding"
+ return state_name
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)