extends GroundedState class_name WalkState func apply_standing_stats() -> void: player.move_speed = player.walk_speed player.move_accel = player.walk_accel player.move_deccel = player.walk_deccel func check_locomotion_switch() -> bool: return player.is_running() and request_transition(States.RUN) func on_no_move(_delta : float) -> void: request_transition(States.IDLE)