extends StateMachine class_name SubStateMachine @export var enter_state: State func enter() -> void: change_state(enter_state) func exit() -> void: if is_multiplayer_authority(): clear_state.rpc() func update(delta: float) -> void: if current_state == null: return current_state.update(delta) func physics_update(delta: float) -> void: if current_state == null: return current_state.physics_update(delta) func _process(_delta: float) -> void: pass func _physics_process(_delta: float) -> void: pass func _input(_event: InputEvent) -> void: pass func state_input(event: InputEvent) -> void: if current_state != null: current_state.state_input(event)