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()