extends AbstractWeapon @onready var sprite : AnimatedSprite2D = $AnimatedSprite2D @onready var cooldown_timer : Timer = $CooldownTimer func set_belonging(belonging: Belonging) -> void: super.set_belonging(belonging) sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) func shoot(ship_velocity: Vector2) -> bool: var is_shot := super.shoot(ship_velocity) if is_shot: sprite.play(PREFIXES[_belonging] + SHOT_POSTFIX) _can_shoot = false cooldown_timer.start() return is_shot func _get_projectile_position() -> Vector2: var projectile_position : Vector2 match _belonging: Belonging.PLAYER: projectile_position = Vector2(-5, 2) Belonging.ENEMY: projectile_position = Vector2(5, -2) return projectile_position func _on_animated_sprite_2d_animation_finished() -> void: sprite.play(PREFIXES[_belonging] + RELOAD_POSTFIX) func _on_cooldown_timer_timeout() -> void: sprite.play(PREFIXES[_belonging] + IDLE_POSTFIX) _can_shoot = true