extends MovingState @export var bullet: PackedScene func should_enter(input: InputPacket) -> String: if animation_finished: input.player_actions.append("GunLower") input.player_actions.sort_custom(states_priority_sort) return input.player_actions[0] return name func on_enter_state(): if player.energy_points > 0: player.energy_points -= energy_toll var new_bullet: Projectile = bullet.instantiate() new_bullet.weapon = player.model.weapon_l get_tree().root.add_child(new_bullet, true) new_bullet.collision_layer = player.collision_layer new_bullet.collision_mask = player.collision_mask new_bullet.global_position = player.model.weapon_l.model.get_bullet_origin() new_bullet.direction = player.last_movement_vector