extends State @export var player: Player @export var SPEED: float func enter() -> void: pass func exit() -> void: pass func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return if player.is_on_floor(): transition.emit("Stand") player.velocity += player.get_gravity() * delta 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() if direction: player.velocity.x = direction.x * SPEED player.velocity.z = direction.z * SPEED else: player.velocity.x = move_toward(player.velocity.x, 0, SPEED) player.velocity.z = move_toward(player.velocity.z, 0, SPEED)