override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Player_Delegate>(); _parent = _delegate.Parent; _parentTransform = _parent.gameObject.transform; _rb = _delegate.Rb; } Vector3 moveDirection = _parent.MoveDirection; if (moveDirection != Vector3.zero) { _direction = moveDirection; } else { _direction = _parentTransform.rotation * Vector3.forward; } _delegate.Stamina.Dive(); _delegate.SlowDive = false; _delegate.State = PlayerState.DiveForward; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Player_Delegate>(); _rb = _delegate.Rb; } _delegate.State = PlayerState.Idle; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Player_Delegate>(); _parent = _delegate.Parent; _parentTransform = _parent.gameObject.transform; _rb = _delegate.Rb; } _delegate.State = PlayerState.Run; }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Player_Delegate>(); _rb = _delegate.Rb; } _delegate.State = PlayerState.Death; LevelLoader.Instance.LoadCurrentScene(); }
override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (!_delegate) { _delegate = animator.GetComponent <Player_Delegate>(); _parent = _delegate.Parent; _parentTransform = _parent.gameObject.transform; _rb = _delegate.Rb; } float hitForce = _delegate.HitForce; _forceDirection = _delegate.HitForceDirection; _rb.velocity = new Vector3(_forceDirection.x * hitForce, _rb.velocity.y, _forceDirection.z * hitForce); _delegate.State = PlayerState.LargeHit; }