extends AnimationTree @export var TARGET_FRAMERATE = 5 @onready var fsm: AnimationNodeStateMachinePlayback = get("parameters/playback") func _ready(): var _err = GlobalCursorState.connect("set_camera_zone",Callable(self,"move")) signal motion_status(value) func move(where: String): if where == fsm.get_current_node(): return fsm.travel(where) emit_signal("motion_status", true) GlobalCursorState.freeze() await get_tree().create_timer(3).timeout emit_signal("motion_status", false) GlobalCursorState.unfreeze() var time_buffer = 0.0 func _process(delta): time_buffer += delta if time_buffer >= (1.0 / TARGET_FRAMERATE): advance(time_buffer) time_buffer = 0.0