@abstract class_name CultistJumpState extends CultistState @export var fall_state: CultistState var _direction := 0 func enter() -> void: cultist.velocity.y -= cultist.JUMP_VELOCITY func physics_process(delta: float) -> void: if cultist.velocity.y > 0: switch_state.emit(fall_state) else: cultist.velocity += cultist.get_gravity() * cultist.get_gravity_factor() * delta cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)