class_name Pickup extends StaticBody2D enum PickupType {CHERRY, FLY_AGARIC, GREEN_APPLE, RED_APPLE} @export var type: PickupType = PickupType.RED_APPLE enum PickupState {PREPARING, SHOWING_UP, IDLING, HIGHLIGHTING} @export var state: PickupState = PickupState.PREPARING const ANIMATIONS_BY_TYPE := { PickupType.CHERRY: "cherry", PickupType.FLY_AGARIC: "fly_agaric", PickupType.GREEN_APPLE: "green_apple", PickupType.RED_APPLE: "red_apple", } const ANIMATIONS_BY_STATE := { PickupState.PREPARING: "preparing", PickupState.SHOWING_UP: "showing_up", PickupState.IDLING: "idling", PickupState.HIGHLIGHTING: "highlighting", } func _ready() -> void: _play_animation() func _play_animation() -> void: var animation : String if state == PickupState.PREPARING: animation = ANIMATIONS_BY_STATE[state] else: animation = "%s_%s" % [ ANIMATIONS_BY_TYPE[type], ANIMATIONS_BY_STATE[state] ] $AnimatedSprite2D.play(animation) func _on_animated_sprite_2d_animation_finished() -> void: match state: PickupState.PREPARING: state = PickupState.SHOWING_UP _play_animation() PickupState.SHOWING_UP: state = PickupState.IDLING _play_animation() PickupState.HIGHLIGHTING: state = PickupState.IDLING _play_animation() func highlight() -> void: state = PickupState.HIGHLIGHTING _play_animation()