func _process(delta):
var AnimationFinishedCount : int
while AnimationFinishedCount != ChildNodeSum
for child in get_children():
await child.get_node("AnimationPlayer").animation_finished
AnimationFinishedCount += 1
print_debug("all child node animation done")
Note that animation_finished is a signal that is already present in AnimationPlayer, you don’t need to create a separate signal
I don’t know why parent: all child animation play done is print before child_x animation_play_done
Maybe it’s a little problem that doesn’t matter. my resolve: put animation_play_done
forward for a short period of time in animation time track