extends StateAnimatedActor export (NodePath) var fall_node export (NodePath) var idle_node onready var fall_state: State = get_node(fall_node) onready var idle_state: State = get_node(idle_node) func enter() -> void: .enter() # parent.set_hurtbox(true) if state_timeout: state_timeout.start() move_component.velocity.x = 0 if debug_state: print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) func process_frame(_delta: float) -> State: .process_frame(_delta) if move_component.wants_shoot() == false and state_timeout.time_left == 0: return idle_state # if animations.frame > 1: # parent.set_hitbox(true) # else: # parent.set_hitbox(false) return null func process_physics(delta: float) -> State: # parent.velocity.y += gravity * delta # #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) # parent.velocity.x = move_component.desired_movement_vector.x * move_speed # parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) move_actor_as_desired(delta) if !parent.is_on_floor(): return fall_state return null