extends StateAnimatedActor export (NodePath) var idle_node export (NodePath) var landing_node onready var idle_state: StateAnimatedActor = get_node(idle_node) #onready var landing_mod: StateModifier = get_node(landing_node) 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) landing_modifier.starting_frame = 6 #print("ready! MOD") func enter() -> void: # var landing_mod_index = modifier_stack_ref.rfind(landing_mod) # if landing_mod_index != -1: # #print("You're Supposed to be dead!?: ", landing_mod_index) # modifier_stack_ref.remove(landing_mod_index) .enter() # Jump to fall frame animations.frame = 5 animations.stop() func process_physics(delta: float) -> 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(): print("DO you even!?: ", landing_modifier.animation_name) #modifier.reference() idle_state.modifier = landing_modifier return idle_state return null #func exit() -> void: # .exit() ## push_animation_state_modifier(landing_mod) ## $"../landing".enter() ## modifier_stack_ref.push_front($"../landing") # return