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