using Godot; namespace SupaLidlGame.State.Weapon { public partial class RangedIdleState : WeaponState { [Export] public RangedFireState FireState { get; set; } [Export] public Items.Weapons.Ranged Weapon { get; set; } public override IState Enter(IState prev) { Weapon.Visible = !Weapon.ShouldHideIdle; return null; } public override WeaponState Use() { return FireState; } public override void Exit(IState nextState) { Weapon.Visible = true; } } }