extends State class_name PlayerRun 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 player.v_mult = 1 func exit(): pass func update(delta): player.ap.play("run") if player.transitionidle(): Transitioned.emit(self, "PlayerIdle") elif player.transitionroll(): Transitioned.emit(self, "PlayerRoll") elif player.transitioncrouch(): Transitioned.emit(self, "PlayerCrouchwalk") elif player.transitionwallrun(): Transitioned.emit(self, "PlayerWallrun") elif Input.is_action_just_pressed("jump") and player.can_vault and player.is_facing_vault_direction(): Transitioned.emit(self, "PlayerVault") Transitioned.emit(self, "PlayerVault") elif player.transitionjump(): Transitioned.emit(self, "PlayerJump") elif player.transitionfall(): Transitioned.emit(self, "PlayerFall") func physics_update(delta): pass