# You could also declare a class_name for the move state # so you don't have to reference the script directly extends 'res://src/state_machine/states/move.gd' @export var move_state: State @export var time_to_dash := 0.5 var dash_timer := 0.0 var direction := 1.0 func enter() -> void: super() dash_timer = time_to_dash # Simple check for which direction to dash towards if animations.flip_h: direction = -1 else: direction = 1 # Just to be safe, disable any other inputs func process_input(event: InputEvent) -> State: return null func process_physics(delta: float) -> State: dash_timer -= delta if dash_timer <= 0.0: # Fall back on the default input implementation to # determine where to go next if super.get_movement_input() != 0.0: return move_state return idle_state # At this point, run 'process_physics' in the move script as written return super(delta) # Override movement inputs func get_movement_input() -> float: return direction func get_jump() -> bool: return false