extends NodeState @export var player: Player @export var animated_sprite_2d : AnimatedSprite2D @export var hit_component_collision_shape : CollisionShape2D func _ready() -> void: hit_component_collision_shape.disabled = true hit_component_collision_shape.position = Vector2(0, 0) func _on_process(_delta : float) -> void: pass func _on_physics_process(_delta : float) -> void: pass func _on_next_transitions() -> void: if !animated_sprite_2d.is_playing(): transition.emit("Idle") func _on_enter() -> void: if player.player_direction == Vector2.UP: animated_sprite_2d.play("chopping_back") hit_component_collision_shape.position = Vector2(0, -20) elif player.player_direction == Vector2.RIGHT: animated_sprite_2d.play("chopping_right") hit_component_collision_shape.position = Vector2(9, 0) elif player.player_direction == Vector2.DOWN: animated_sprite_2d.play("chopping_front") hit_component_collision_shape.position = Vector2(0, 3) elif player.player_direction == Vector2.LEFT: animated_sprite_2d.play("chopping_left") hit_component_collision_shape.position = Vector2(-9, 0) else: animated_sprite_2d.play("chopping_front") hit_component_collision_shape.disabled = false print(hit_component_collision_shape.disabled) func _on_exit() -> void: animated_sprite_2d.stop() hit_component_collision_shape.disabled = true