extends SpineSprite @export var time_scale: float = 1.0 @onready var animation_state: SpineAnimationState = get_animation_state() var o = GDRx.on_input_as_observable(self)\ .filter(func (e): return e is InputEventKey or e is InputEventMouseButton)\ .subscribe(change_scene)\ .dispose_with(self) func _ready() -> void: animation_state.set_animation("idle", true) animation_state.set_time_scale(time_scale) func change_scene(event: InputEvent): await get_tree().create_timer(1.0).timeout get_tree().change_scene_to_file("res://assets/scenes/main.tscn") o.dispose()