extends State class_name PlayerIdle func get_state_name(): return str(self).split(":")[0] func enter(): player.air_jumps_done = 0 player.jumps_done = 0 player.coyote_timer = 0.0 player.wallrun_available = true player.dash_available = true func exit(): pass func update(delta): player.ap.play("idle") if player.transitionfall(): Transitioned.emit(self, "PlayerFall") elif player.transitionrun(): Transitioned.emit(self, "PlayerRun") elif player.transitioncrouch(): Transitioned.emit(self, "PlayerCrouch") elif player.transitionjump(): Transitioned.emit(self, "PlayerJump") func physics_update(delta): player.gravity(delta)