extends PlayerState class_name PlayerRangedAttack @export var fired_object : PackedScene @export var object_speed : float = 20.0 func Enter(): character.velocity = Vector3.ZERO func Physics_Update(delta): body_look_at_mouse() if Input.is_action_just_released("ranged_attack"): fire_projectile() Transitioned.emit(self,"on floor") func fire_projectile(): var arrow_spawn = fired_object.instantiate() get_tree().current_scene.add_child(arrow_spawn) arrow_spawn.speed = object_speed arrow_spawn.transform.basis = character.body.global_transform.basis arrow_spawn.global_position = character.body.global_position print("ARROW POS :", arrow_spawn.global_position)