extends State @export var max_speed: float = 5.0 @export var acceleration: float = 2.0 @export var deceleration: float = 200.0 @export var player: Player @export var player_movement: PlayerMovement @export var player_input: PlayerInput @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: player_input.jumped.connect(on_jumped) player_input.crouch_begin.connect(begin_crouch) player_input.walk_begin.connect(begin_walk) func exit() -> void: player_input.jumped.disconnect(on_jumped) player_input.crouch_begin.disconnect(begin_crouch) player_input.walk_begin.disconnect(begin_walk) step_time = 0 func physics_update(delta: float) -> void: if not is_multiplayer_authority(): 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 on_jumped() -> void: if player.is_on_floor(): player_movement.jump() transition.emit("Fall") func begin_walk() -> void: transition.emit("Walk") func begin_crouch() -> void: transition.emit("Crouch")