extends State @export var max_speed: float = 5.0 @export var acceleration: float = 2.0 @export var deceleration: float = 200.0 @export var JUMP_VELOCITY: float = 4.5 @export var player: Player @export var player_movement: PlayerMovement @export var weapon_system: WeaponSystem @export var audio: MultiplayerAudio3D @export var step_delay: float @export var step_speed_curve: Curve var step_time: float func enter() -> void: pass func exit() -> void: step_time = 0 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(): player.velocity.y = JUMP_VELOCITY * sign(weapon_system.get_speed_modifier()) transition.emit("Fall") return if not player.is_on_floor(): transition.emit("Fall") return step_time += delta * step_speed_curve.sample((player.velocity * Vector3(1,0,1)).length_squared()/(max_speed*max_speed)) if step_time >= step_delay: step_time = 0 audio.multiplayer_play() player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) func state_input(event: InputEvent) -> void: if event.is_action_pressed("plr_crouch"): transition.emit("Crouch") if event.is_action_pressed("plr_walk"): transition.emit("Walk")