init
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30
enemies/scripts/states/enemy_state_idle.gd
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30
enemies/scripts/states/enemy_state_idle.gd
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class_name EnemyStateIdle extends EnemyState
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@export var animation_name: String = "idle"
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@export_category("AI")
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@export var state_duration_min: float = 0.5
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@export var state_duration_max: float = 1.5
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@export var next_state: EnemyState
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var timer: float = 0.0
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func init() -> void:
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pass
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func enter() -> void:
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enemy.velocity = Vector2.ZERO
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timer = randf_range(state_duration_min, state_duration_max)
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enemy.update_animation(animation_name)
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func exit() -> void:
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pass
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func process(delta : float) -> EnemyState:
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timer -= delta
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if timer <= 0:
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return next_state
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return null
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func physics(_delta : float) -> EnemyState:
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return null
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