class_name State_Walk extends State @export var move_speed: float = 100.0 @onready var idle: State = $"../idle" @onready var attack: State = $"../attack" func enter() -> void: player.update_animation("walk") func exit() -> void: pass func process(_delta : float) -> State: if player.direction == Vector2.ZERO: return idle player.velocity = player.direction * move_speed if player.set_direction(): player.update_animation("walk") 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