extends Move class_name Fall const fall_landing_limit := 3.0 const fall_roll_limit := 6.0 var landing_type := "" func should_enter(input: InputPacket) -> String: if not player.is_on_floor(): input.actions.append("fall") elif not landing_type.is_empty(): input.actions.append(landing_type) input.actions.sort_custom(moves_priority_sort) return input.actions[0] func update(_input: InputPacket, delta: float): player.velocity += player.get_gravity() * delta if abs(player.velocity.y) > fall_landing_limit: if abs(player.velocity.y) > fall_roll_limit: landing_type = "fallToRoll" else: landing_type = "fallToLanding" player.move_and_slide()