extends PlayerState class_name PlayerWallRunning func Physics_Update(delta): if character.is_on_floor(): Transitioned.emit(self,"on foot") else: wall_run_movement(delta) apply_gravity(delta) if !can_wall_run(): Transitioned.emit(self,"in air") func wall_jump(): character.velocity += (Vector3(0,1,0) + character.wall_run_surface_normal).normalized() * 10 func wall_run_movement(delta): if Input.is_action_pressed("move_up"): character.velocity.x = lerp(character.velocity.x,character.wall_run_direction.x * move_speed,delta * 7) character.velocity.z = lerp(character.velocity.z,character.wall_run_direction.z * move_speed,delta * 7)