class_name PlayerState extends State const IDLE = "Idle" const RUNNING = "Running" const HITTING = "Hitting" var player: Player func _ready() -> void: await owner.ready player = owner as Player assert(player != null, "The PlayerState state type must be used only in the player scene. It needs the owner to be a Player node.") func enter(previous_state_path: String, data: Dictionary = {}) -> void: pass func exit() -> void: pass func handle_input(_event: InputEvent) -> void: pass func state_update(_delta: float) -> void: pass func state_physics_update(_delta: float) -> void: pass