@abstract class_name CultistWalkState extends CultistMoveState @export var chase_state: CultistState @export var another_direction_walk_state: CultistState func physics_process(delta: float) -> void: if not cultist.is_on_floor(): switch_state.emit(fall_state) else: var player := _get_colliding_player(_player_ray_cast) if player != null: switch_state.emit(chase_state) else: if _wall_low_ray_cast.is_colliding() or _wall_high_ray_cast.is_colliding(): switch_state.emit(another_direction_walk_state) else: cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)