extends StateAnimatedActor export (NodePath) var fall_node export (NodePath) var idle_node export (NodePath) var attack_node export (NodePath) var jump_node onready var jump_state: State = get_node(jump_node) onready var fall_state: State = get_node(fall_node) onready var idle_state: State = get_node(idle_node) onready var attack_state: State = get_node(attack_node) func process_physics(delta: float) -> State: # if move_component.wants_shoot(): # return attack_state if move_component.wants_jump(): return jump_state move_component.velocity.y += gravity * delta #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) move_component.velocity.x = parent.transform.x.x * move_speed move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) if move_component.velocity.x == 0.0 or animations.playing == false: if !parent.is_on_floor(): return fall_state else: return idle_state return null