extends AnimatedSprite3D class_name Throw @onready var character: Character = (get_owner() as Character) @onready var status: Status = (%Status as Status) func _process(delta) -> void: if status.throw_target == 0: return var target: Character = Global.character_mgr.get_character(status.throw_target) if not target: return var thorw_pos_2d: Vector2 = status.skill_dir.normalized() * position.x var thow_pos: Vector3 = Vector3(thorw_pos_2d.x, position.y, thorw_pos_2d.y) var target_pos: Vector3 = thow_pos + character.pos() target.set_pos(target_pos) target.set_status("is_right", (scale.x>0) == status.is_right)