+ if event.is_action_released("player-jump"):
+ if velocity.y > 0:
+ velocity.y = 0
+ elif event.is_action_pressed("player-attack"):
+ if Input.is_action_pressed("player-up"):
+ _skin.attack_up()
+ _last_movement_direction = Vector3.FORWARD
+ elif Input.is_action_pressed("player-down") and not is_on_floor():
+ _skin.attack_down()
+ _last_movement_direction = Vector3.FORWARD
+ else:
+ _skin.attack_neutral()
+ elif event.is_action_pressed("player-up"):
+ _last_movement_direction = Vector3.FORWARD