extends NodeState @export var player: Player @export var animatedSprite2D: AnimatedSprite2D @onready var friction = player.friction @warning_ignore("unused_parameter") func on_process(delta: float) -> void: pass @warning_ignore("unused_parameter") func on_phyisics_process(delta: float) -> void: player.velocity.x = move_toward(player.velocity.x, 0, friction * delta) transition_states() func enter() -> void: animatedSprite2D.play("Idle") func exit() -> void: animatedSprite2D.stop() func transition_states() -> void: #transitioning state #fall state if !player.is_on_floor(): transition.emit("fall") #run state var direction: float = GameInputEvents.movement_input() if direction and player.is_on_floor(): transition.emit("Run") #jump state if GameInputEvents.jump_input(): transition.emit("jump") #shoot crouch state if Input.is_action_pressed("crouch"): transition.emit("CrouchIdle")