extends PlayerState class_name PlayerClamber var clamber_point func Physics_Update(delta): apply_gravity(delta) if Input.is_action_just_pressed("jump"): jump_with_weight_mod() Transitioned.emit(self,"in air") func ledge_movement(delta): var direction = character.movement_input() character.velocity.x = lerp(character.velocity.x,direction.x * move_speed,delta * move_transition_speed) func Exit(): character.ledge_collision.disabled = true