extends State class_name InairState var stateName : String = "Inair" var cR : CharacterBody3D func enter(charRef : CharacterBody3D): cR = charRef verifications() func verifications(): if cR.floor_snap_length != 0.0: cR.floor_snap_length = 0.0 if cR.hitGroundCooldown != cR.hitGroundCooldownRef: cR.hitGroundCooldown = cR.hitGroundCooldownRef func physics_update(delta : float): applies(delta) cR.gravityApply(delta) inputManagement() checkIfFloor() move(delta) func applies(delta : float): if !cR.is_on_floor(): if cR.jumpCooldown > 0.0: cR.jumpCooldown -= delta if cR.coyoteJumpCooldown > 0.0: cR.coyoteJumpCooldown -= delta cR.hitbox.shape.height = lerp(cR.hitbox.shape.height, cR.baseHitboxHeight, cR.heightChangeSpeed * delta) cR.model.scale.y = lerp(cR.model.scale.y, cR.baseModelHeight, cR.heightChangeSpeed * delta) func inputManagement(): if Input.is_action_just_pressed(cR.jumpAction): #check if can jump buffer if cR.floorCheck.is_colliding() and cR.lastFramePosition.y > cR.position.y and cR.nbJumpsInAirAllowed <= 0: cR.jumpBuffOn = true #check if can coyote jump if cR.wasOnFloor and cR.coyoteJumpCooldown > 0.0 and cR.lastFramePosition.y > cR.position.y: cR.coyoteJumpOn = true transitioned.emit(self, "JumpState") transitioned.emit(self, "JumpState") func checkIfFloor(): if cR.is_on_floor(): if cR.jumpBuffOn: cR.bufferedJump = true cR.jumpBuffOn = false transitioned.emit(self, "JumpState") else: if cR.moveDirection: transitioned.emit(self, cR.walkOrRun) else: transitioned.emit(self, "IdleState") if cR.is_on_wall(): cR.velocity.x = 0.0 cR.velocity.z = 0.0 func move(delta : float): cR.inputDirection = Input.get_vector(cR.moveLeftAction, cR.moveRightAction, cR.moveForwardAction, cR.moveBackwardAction) cR.moveDirection = (cR.camHolder.global_basis * Vector3(cR.inputDirection.x, 0.0, cR.inputDirection.y)).normalized() if !cR.is_on_floor(): if cR.moveDirection: if cR.desiredMoveSpeed < cR.maxSpeed: cR.desiredMoveSpeed += cR.bunnyHopDmsIncre * delta var contrdDesMoveSpeed : float = cR.desiredMoveSpeedCurve.sample(cR.desiredMoveSpeed) var contrdInAirMoveSpeed : float = cR.inAirMoveSpeedCurve.sample(cR.desiredMoveSpeed) * cR.inAirInputMultiplier cR.velocity.x = lerp(cR.velocity.x, cR.moveDirection.x * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta) cR.velocity.z = lerp(cR.velocity.z, cR.moveDirection.z * contrdDesMoveSpeed, contrdInAirMoveSpeed * delta) else: cR.desiredMoveSpeed = cR.velocity.length() if cR.desiredMoveSpeed >= cR.maxSpeed: cR.desiredMoveSpeed = cR.maxSpeed