godot_rl_FPS / Run.gd
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extends PlayerState
func unhandled_input(event):
_parent.unhandled_input(event)
func process(delta):
_parent.process(delta)
func physics_process(delta):
_parent.physics_process(delta)
if player.velocity.length() < 0.01 and player.is_on_floor():
_state_machine.transition_to("Move/Idle")
player.character.set_velocity(player.transform.basis.inverse() * player.velocity)
func enter(msg: ={}):
player.character.transition_to(player.character.States.RUN)
_parent.enter(msg)
func exit():
_parent.exit()