extends GroundedState class_name RunState func _init() -> void: allows_crouch = false #pas de crouch en courant func on_enter() -> void: player.is_crouching = false #courir annule la posture accroupie player.locomotion = PlayerCharacter.Locomotion.RUN #utilise par AirborneState pour choisir les courbes en l'air super() func apply_standing_stats() -> void: player.move_speed = player.run_speed player.move_accel = player.run_accel player.move_deccel = player.run_deccel func check_locomotion_switch() -> bool: return !player.is_running() and request_transition(States.WALK) func on_no_move(_delta : float) -> void: if !player.continious_run: player.locomotion = PlayerCharacter.Locomotion.WALK request_transition(States.IDLE)