@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: if not _chase_if_player_in_ray_cast(_player_ray_cast, chase_state): if _wall_ray_cast.is_colliding(): var stream := SoundManager.sfx_stream_player_lost SoundManager.play_sfx_stream(stream, cultist.global_position) switch_state.emit(another_direction_walk_state) else: cultist.update_x_velocity(_direction, cultist.MAX_WALK_SPEED, delta)