extends LimboState @export var sprite: SpineSprite func _enter() -> void: Messagebus.COCO_STATE.emit(self.name) var a = sprite.get_animation_state() if a: a.set_animation("move", true, 0) if true: a.set_animation("holding/shotgun", false, 1) func _ready() -> void: pass # Replace with function body. func _update(delta) -> void: agent.apply_movement(delta) if agent.velocity.x == 0 and agent.velocity.z == 0: get_root().dispatch("to_idle") agent.check_jump_input(delta) func _process(delta: float) -> void: pass