2025-02-05 09:57:41 +01:00

28 lines
713 B
GDScript

extends LimboState
@export var sprite: SpineSprite
func _enter() -> void:
Messagebus.COCO_STATE.emit(self.name)
var a = sprite.get_animation_state()
if a: a.set_animation("idle", true, 0)
if agent.armed:
a.add_animation("holding/shotgun", false, 1)
func _update(delta) -> void:
var a: Player = agent
a.apply_movement(delta)
if a.velocity.x != 0 or a.velocity.z != 0:
get_root().dispatch("to_move")
if Input.is_action_pressed("Pause"):
get_root().dispatch("to_pause")
if Input.is_action_pressed("crouch"):
get_root().dispatch("to_crouch")
agent.check_jump_input(delta)
func _ready() -> void:
pass # Replace with function body.
func _process(delta: float) -> void:
pass