using Godot; namespace SupaLidlGame.State.Weapon { public partial class RangedFireState : WeaponState { [Export] public Items.Weapons.Ranged Weapon { get; set; } [Export] public RangedIdleState IdleState { get; set; } private double _timeLeft = 0; public override IState Enter(IState prev) { //_timeLeft _timeLeft = Weapon.UseTime; Weapon.Attack(); Weapon.UseDirection = Weapon.Character.Target; return null; } public override WeaponState Process(double delta) { if ((_timeLeft -= delta) <= 0) { return IdleState; } return null; } public override void Exit(IState nextState) { } } }