class_name Knight extends Player var attacks := ["1h_slice_diagonal", "1h_slice_horizontal", "1h_attack_chop"] var footsteps := [ "res://resources/audio/footstep_grass_000.ogg", "res://resources/audio/footstep_grass_001.ogg", "res://resources/audio/footstep_grass_002.ogg", "res://resources/audio/footstep_grass_003.ogg", "res://resources/audio/footstep_grass_004.ogg" ] func _input(event: InputEvent) -> void: # Attack if event.is_action_pressed("attack"): if enough_stamina_available(attack_cost): use_stamina(attack_cost) if state == States.blocking: anim_state.travel("Block_Attack") else: anim_state.travel(attacks.pick_random()) # Block if Input.is_action_pressed("block"): state = States.blocking if Input.is_action_just_released("block"): state = States.idle anim_tree.set("parameters/conditions/blocking", state == States.blocking) anim_tree.set("parameters/conditions/not_blocking", state != States.blocking) # Calls the _input() from player.gd super._input(event)