class_name CultistChaseState extends CultistMoveState @export var look_around_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: cultist.target_x = player.position.x if is_equal_approx(cultist.position.x, cultist.target_x): switch_state.emit(look_around_state) else: cultist.update_x_velocity(_direction, cultist.MAX_CHASE_SPEED, delta)