godot_rl_FPS / state_machine /idle_state.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/Run")
func enter(msg: ={}):
player.velocity = Vector3.ZERO
player.character.transition_to(player.character.States.IDLE)
_parent.enter(msg)
func exit():
_parent.exit()