Added player and a basic test level
This commit is contained in:
@@ -0,0 +1,51 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@export var collisionShapeMove: AnimationPlayer
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@onready var friction = player.friction
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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@warning_ignore("unused_parameter")
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func on_phyisics_process(delta: float) -> void:
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player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
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transition_states()
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func enter() -> void:
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collisionShapeMove.play("Crouch")
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animatedSprite2D.play("Crouch")
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states() -> void:
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#transition states
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#run state
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var direction = GameInputEvents.movement_input()
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if !player.is_on_floor():
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collisionShapeMove.play("Normal")
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transition.emit("fall")
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if direction and player.is_on_floor():
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transition.emit("crouchwalk")
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#jump state
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if GameInputEvents.jump_input():
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collisionShapeMove.play("Normal")
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transition.emit("jump")
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#idle state
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if not Input.is_action_pressed("crouch"):
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collisionShapeMove.play("Normal")
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transition.emit("idle")
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@@ -0,0 +1 @@
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uid://cmtajhnx8xaqt
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@@ -0,0 +1,56 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@export var collisionShapeMove: AnimationPlayer
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const GRAVITY = player.GRAVITY
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@onready var speed: float = player.speed /3
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@onready var maxSpeed: float = player.maxSpeed /3
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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func on_phyisics_process(delta: float) -> void:
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var direction = GameInputEvents.movement_input()
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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transition_states(direction)
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func enter() -> void:
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collisionShapeMove.play("Crouch")
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animatedSprite2D.play("Crouch Walk")
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states(direction) -> void:
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#transition states
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#fall state
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if !player.is_on_floor():
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collisionShapeMove.play("Normal")
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transition.emit("fall")
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#idle state
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if direction == 0:
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transition.emit("crouchidle")
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#jump state
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if GameInputEvents.jump_input():
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collisionShapeMove.play("Normal")
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transition.emit("jump")
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if not Input.is_action_pressed("crouch"):
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collisionShapeMove.play("Normal")
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transition.emit("run")
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@@ -0,0 +1 @@
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uid://c2lag80wot5k
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@@ -0,0 +1,46 @@
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extends NodeState
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@export_category("nodes")
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@export var ledgeGrabBox: CollisionShape2D
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@export var wallCheck: ShapeCast2D
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@export var floorCheck: RayCast2D
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const GRAVITY = player.GRAVITY
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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@warning_ignore("unused_parameter")
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func on_phyisics_process(delta: float) -> void:
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var collision = wallCheck.get_collision_normal(0)
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if collision.x == -1:
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animatedSprite2D.flip_h = false
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if collision.x == 1:
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animatedSprite2D.flip_h = true
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transition_states()
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func enter() -> void:
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player.velocity.x = 0
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ledgeGrabBox.disabled = false
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animatedSprite2D.play("Ledge Grab")
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func exit() -> void:
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ledgeGrabBox.disabled = true
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animatedSprite2D.stop()
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func transition_states() -> void:
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if GameInputEvents.jump_input():
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transition.emit("jump")
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if floorCheck.is_colliding():
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transition.emit("idle")
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if GameInputEvents.crouch_input():
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ledgeGrabBox.disabled = true
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transition.emit("fall")
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@@ -0,0 +1 @@
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uid://d3t3fweggs161
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@@ -0,0 +1,44 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@onready var friction = player.friction
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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@warning_ignore("unused_parameter")
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func on_phyisics_process(delta: float) -> void:
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player.velocity.x = move_toward(player.velocity.x, 0, friction * delta)
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transition_states()
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func enter() -> void:
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animatedSprite2D.play("Idle")
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states() -> void:
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#transitioning state
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#fall state
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if !player.is_on_floor():
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transition.emit("fall")
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#run state
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var direction: float = GameInputEvents.movement_input()
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if direction and player.is_on_floor():
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transition.emit("Run")
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#jump state
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if GameInputEvents.jump_input():
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transition.emit("jump")
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#shoot crouch state
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if Input.is_action_pressed("crouch"):
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transition.emit("CrouchIdle")
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@@ -0,0 +1 @@
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uid://boof2qmi8clv3
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@@ -0,0 +1,53 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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const GRAVITY = player.GRAVITY
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@onready var speed = player.speed
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@onready var maxSpeed = player.maxSpeed
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@warning_ignore("unused_parameter")
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func on_process(delta: float) -> void:
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pass
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func on_phyisics_process(delta: float) -> void:
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var direction = GameInputEvents.movement_input()
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if direction:
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player.velocity.x += direction * speed * delta
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player.velocity.x = clamp(player.velocity.x, -maxSpeed, maxSpeed)
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if direction != 0:
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animatedSprite2D.flip_h = false if direction > 0 else true
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transition_states(direction)
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func enter() -> void:
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animatedSprite2D.play("Run")
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func exit() -> void:
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animatedSprite2D.stop()
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func transition_states(direction) -> void:
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#transition states
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#fall state
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if !player.is_on_floor():
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transition.emit("fall")
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#idle state
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if direction == 0:
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transition.emit("idle")
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#jump state
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if GameInputEvents.jump_input():
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transition.emit("jump")
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#Crouch state
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#TODO make work better
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if GameInputEvents.crouch_input():
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transition.emit("crouchwalk")
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@@ -0,0 +1 @@
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uid://orlqcyink5er
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@@ -0,0 +1,21 @@
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extends NodeState
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@export var player: Player
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@export var animatedSprite2D: AnimatedSprite2D
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@export var collisionShapeMove: AnimationPlayer
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func enter() -> void:
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collisionShapeMove.play("Crouch")
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func on_phyisics_process(_delta: float) -> void:
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transition_states()
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func on_process(_delta: float) -> void:
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pass
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func exit() -> void:
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collisionShapeMove.play("Normal")
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func transition_states() -> void:
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pass
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@@ -0,0 +1 @@
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uid://cywssm5t3d5uv
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