extends "res://src/templates/Actor/states/move.gd" export var jump_force: float = 200.0 var landing_modifier: StateModifier func _ready(): landing_modifier= StateModifier.new() #add_child(modifier) #modifier.init_ref() landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION) #print("ready! MOD") func enter() -> void: .enter() # Apply initial jump velocity on state enter move_component.velocity.y = -jump_force func process_physics(delta: float) -> State: # if move_component.velocity.y > 0: # return fall_state # First allow horizontal movement. move_actor_as_desired(delta) #Flip the character before tha actual move maybe. if move_component.get_movement_direction() != 0.0: parent.transform.x.x = move_component.get_movement_direction() if parent.is_on_floor(): idle_state.modifier = landing_modifier return idle_state return null