extends BaseState @export var walking_speed := 100 @export var movement_component: MovementComponent @export var direction_component: FacingDirectionComponent @export var body: CharacterBody2D func GetStateEnum() -> PlayerStateMachine.States: return PlayerStateMachine.States.WALKING func Update(_delta: float) -> void: if movement_component.movement_vector == Vector2.ZERO: state_machine.QueueStateChange(PlayerStateMachine.States.IDLE) return var movement_vector := movement_component.movement_vector body.velocity = movement_vector * walking_speed body.move_and_slide() direction_component.ChangeDirectionUsingMovementVector(movement_vector)