extends PlayerState func enter() -> void: player.sprite.speed_scale = 1 player.sprite.animation_finished.connect(_on_animation_finished, CONNECT_ONE_SHOT) player.sprite.play(_get_animation()) func _on_animation_finished() -> void: switch_state.emit(idle_state) func _get_animation() -> String: if randi_range(1, 2) == 1: return PlayerSprite.ANIMATION_LOOK_AROUND_1 else: return PlayerSprite.ANIMATION_LOOK_AROUND_2