extends State @export var max_speed: float = 2.5 @export var acceleration: float = 1.0 @export var deceleration: float = 100.0 @export var toggle: bool = false @export var stand_up_area: Area3D @export var player: Player @export var animation_player: AnimationPlayer @export var crouch_time: float = 0.1 @export var weapon_system: WeaponSystem func enter() -> void: animation_player.play("crouch",-1,1/crouch_time) func exit() -> void: animation_player.play("crouch",-1,-1/crouch_time,true) func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return if Input.is_action_just_pressed("plr_jump") and player.is_on_floor() and toggle: transition.emit("Stand") return if not player.is_on_floor(): transition.emit("Fall") return var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward") var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() var modified_max_speed = max_speed * weapon_system.get_speed_modifier() if direction: player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x)) player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z)) else: player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta) player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta) func state_input(event: InputEvent) -> void: if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")): if stand_up_area.has_overlapping_bodies() == false: transition.emit("Stand")