extends NodeState @export var player: Player @export var animated_sprite_2d : AnimatedSprite2D func _on_process(_delta : float) -> void: pass func _on_physics_process(_delta : float) -> void: if player.player_direction == Vector2.UP: animated_sprite_2d.play("idle_back") elif player.player_direction == Vector2.RIGHT: animated_sprite_2d.play("idle_right") elif player.player_direction == Vector2.DOWN: animated_sprite_2d.play("idle_front") elif player.player_direction == Vector2.LEFT: animated_sprite_2d.play("idle_left") else: animated_sprite_2d.play("idle_front") func _on_next_transitions() -> void: GameInputEvents.movement_input() if GameInputEvents.is_movement_input(): transition.emit("Walk") if player.current_tool == DataTypes.Tools.AxeWood && GameInputEvents.is_used_tool(): transition.emit("Chopping") if player.current_tool == DataTypes.Tools.TillGround && GameInputEvents.is_used_tool(): transition.emit("Tilling") if player.current_tool == DataTypes.Tools.WaterCrops && GameInputEvents.is_used_tool(): transition.emit("Watering") func _on_enter() -> void: pass func _on_exit() -> void: animated_sprite_2d.stop()