class_name GDActionNodeRotateBy extends GDActionNodeInterval var angular_velocity = 0.0 func get_class() -> String: return "GDActionNodeRotateBy" func _init(action, key, node).(action, key, node): pass func _update(value: float, eased_value: float, delta: float): match node_type: NodeType.NODE_2D: node.rotation_degrees += self.angular_velocity * delta NodeType.CONTROL: node.rect_rotation += self.angular_velocity * delta func action_done(): if not is_instance_valid(node): return match node_type: NodeType.NODE_2D: node.rotation_degrees = fmod(node.rotation_degrees, 360.0) NodeType.CONTROL: node.rect_rotation = fmod(node.rect_rotation, 360.0) func rotate_by(angle: float, duration: float, delay: float, speed: float): if duration <= 0.0: finished() self.angular_velocity = angle / duration self.duration = duration self.delay = delay self.speed = speed _reset_value() _run()