extends AnimationTree export var TARGET_FRAMERATE = 5 onready var fsm: AnimationNodeStateMachinePlayback = get("parameters/playback") func _ready(): var _err = GlobalCursorState.connect("set_camera_zone", 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) yield(get_tree().create_timer(3), "timeout") emit_signal("motion_status", false) 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