extends Node3D func _ready(): #Global.character_mgr = self SignalManager.effect_create.connect(on_effect_create) func on_effect_create(effect: Node3D): add_child(effect) func cast_particle(resource: Resource, pos: Vector3, rotation = Vector3.ZERO): var new_particle: Particle = resource.instantiate() as Particle new_particle.position = pos new_particle.rotation = rotation add_child(new_particle)