extends PlayerState


func unhandled_input(event: InputEvent) -> void:
	_parent.unhandled_input(event)


func physics_process(delta: float) -> void:
	_parent.physics_process(delta)
	if player.is_on_floor() and _parent.velocity.length() > 0.01:
		_state_machine.transition_to("Move/Run")
	elif not player.is_on_floor():
		_state_machine.transition_to("Move/Air")


func enter(msg: Dictionary = {}) -> void:
	_parent.velocity = Vector3.ZERO
	skin.transition_to(skin.States.IDLE)
	_parent.enter()


func exit() -> void:
	_parent.exit()
