the identifier ani isn’t declared in the current scope [closed]

extends KinematicBody2D  export (int) var SPEED = 100 export (int) var JUMSPEED = -180 export (int) var GRAVITY = 400  export(PackedScene) var dash_object export var dash_speed = 1000 export var dash_lenght = 0.2    export (float,0,1,0) var friction = 10 export (float,0,1,0) var acceleration = 25   onready var dash_timer = $  dash_timer   var velocity = Vector2.ZERO   var is_dashing: bool = false #check if we're dashing var can_dash: bool = true #check if we can dash var dash_direction: Vector2 #get the direction we'll dash in    enum state {IDLE, RUNNING, ROLLING, JUMP, FALL, ATTACK, HANG} var player_state = state.IDLE  func get_input():     var dir = Input.get_action_strength("right") - Input.get_action_strength("left")     if dir != 0:         velocity.x = move_toward(velocity.x, dir *SPEED, acceleration)     else:                  velocity.x = move_toward(velocity.x, 0, friction)               if Input.is_action_pressed("sprint"):         SPEED = 150     elif !Input.is_action_just_pressed("sprint"):         SPEED = 100                func _ready():     dash_timer.connect("timeout",self,"dash_timer_timeout")     pass #replace with function body.           func dash_timer_timeout():     is_dashing = false           func is_controller():     if(Input.get_action_strength("ui_down") > 0.7):         return true     if(Input.get_action_strength("ui_up") > 0.7):         return true     if(Input.get_action_strength("right") > 0.7):         return true     if(Input.get_action_strength("left") > 0.7):         return true     #we'er not pressing a direction on the controller further enough, must be keyboard     return true           func get_direction_from_input():     var move_dir = Vector2()     var controller = is_controller()     print(controller)     if(controller):         move_dir.x = -Input.get_action_strength("ui_left") + Input.get_action_strength("right")         move_dir.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")     else:         move_dir.x = -Input.get_action_strength("ui_left") + Input.get_action_strength("ui_right")         move_dir.y = Input.get_action_strength("ui_left") - Input.get_action_strength("ui_up")              move_dir = move_dir.clamped(1)          #check if we no movement is further enough..... then dash towards ur facing position     if (move_dir == Vector2(0,0)):         if(ani.flip_h):             move_dir.x = -1         else:             move_dir.x = 1                  return move_dir * dash_speed