extends State @export var max_speed: float = 2.5 @export var acceleration: float = 1.0 @export var deceleration: float = 100.0 @export var JUMP_VELOCITY: float = 4.5 @export var player: Player @export var player_movement: PlayerMovement @export var player_input: PlayerInput @export var weapon_system: WeaponSystem func enter() -> void: player_input.crouch_begin.connect(begin_crouch) player_input.walk_end.connect(end_walk) player_input.jumped.connect(on_jumped) func exit() -> void: player_input.crouch_begin.disconnect(begin_crouch) player_input.walk_end.disconnect(end_walk) player_input.jumped.disconnect(on_jumped) func physics_update(delta: float) -> void: if not is_multiplayer_authority(): return if not player.is_on_floor(): transition.emit("Fall") return player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta) func on_jumped() -> void: if player.is_on_floor(): player_movement.jump() transition.emit("Fall") func end_walk() -> void: transition.emit("Stand") func begin_crouch() -> void: transition.emit("Crouch")