extends Node2D onready var spineboy: SpineSprite = $Spineboy func _before_world_transforms_change(_sprite): spineboy.set_global_bone_transform("crosshair", Transform2D(0, get_viewport().get_mouse_position())) func _ready(): spineboy.get_animation_state().set_animation("walk", true, 0) spineboy.get_animation_state().set_animation("aim", true, 1) spineboy.connect("before_world_transforms_change", self, "_before_world_transforms_change")