public override void onCollisionEnter(PlayerController_FSM player) { player.TransitionToState(player.idleState); }
public override void EnterState(PlayerController_FSM player) { player.SetExpression(player.duckingSprite); }
public override void OnCollisionEnter(PlayerController_FSM player) { }
public override void OnCollisionEnter(PlayerController_FSM player) { player.transform.rotation = Quaternion.identity; player.TransitionToState(player.IdleState); }
// Use this for initialization void Start() { player = FindObjectOfType <PlayerController_FSM>(); }
public abstract void Update(PlayerController_FSM player);
public abstract void OnCollisionEnter(PlayerController_FSM player);
public abstract void EnterState(PlayerController_FSM player);
public override void onCollisionEnter(PlayerController_FSM player) { // nothing to do here }
public override void Enterstate(PlayerController_FSM player) { player.SetExpression(player.idleSprite); }
public override void EnterState(PlayerController_FSM player) { player.SetExpression(player.spinningSprite); player.TransitionToState(player.IdleState); }
public override void OnCollisionEnter(PlayerController_FSM player) { player.transform.rotation = Quaternion.identity; }