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 process_physics(delta: float) -> State: move_actor_as_desired(delta) if parent.velocity.x == 0.0: return idle_state #Flip the character before tha actual move maybe. parent.transform.x.x = move_component.get_movement_direction() if !parent.is_on_floor(): return fall_state return null