extends PlayerState class_name PlayerJumping @export var air_dash_amount = 40.0 var air_dash_max = 1 var air_dash_left func Enter(): air_dash_left = air_dash_max func Physics_Update(delta): standard_movement(delta) apply_gravity(delta) if character.is_on_floor(): Transitioned.emit(self,"on foot") enable_wall_rays() if Input.is_action_just_pressed("jump") and character.jumps_remaining > 0: character.jumps_remaining -= 1 character.velocity.y += character.JUMP_VELOCITY if Input.is_action_just_pressed("sprint") and air_dash_left > 0: air_dash_left -= 1 character.velocity += character.movement_input().normalized() * air_dash_amount if Input.is_action_just_pressed("crouch"): Transitioned.emit(self,"ground pound") if can_wall_run(): start_wall_running()