class_name State_Idle extends State @onready var walk: State = $"../walk" @onready var attack: State = $"../attack" func enter() -> void: player.update_animation("idle") func exit() -> void: pass func process(_delta : float) -> State: if player.direction != Vector2.ZERO: return walk player.velocity = Vector2.ZERO return null func physics(_delta : float) -> State: return null func handle_input(event : InputEvent) -> State: if event.is_action_pressed("attack"): return attack if event.is_action_pressed("interact"): PlayerManager.interact_pressed.emit() return null