public override void Update() { base.Update(); m_Character.GetComponent <Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Math.Sign(m_HorizontalAxis) == 1) { m_Character.m_FacingRight = true; } if (Math.Sign(m_HorizontalAxis) == -1) { m_Character.m_FacingRight = false; } m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_Velocity) == 0.0f && m_HorizontalAxis == 0.0f) { m_NextState = new MovementIdle(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementLightAttackDown(m_Character); } else { m_NextState = new MovementLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementHeavyAttackDown(m_Character); } else { m_NextState = new MovementHeavyAttackUp(m_Character); } } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent <Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }
public override void Update() { base.Update(); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new MovementWalk(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_CrouchButton == true) { m_NextState = new MovementCrouch(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleIdle(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementLightAttackDown(m_Character); } else { m_NextState = new MovementLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementHeavyAttackDown(m_Character); } else { m_NextState = new MovementHeavyAttackUp(m_Character); } } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent <Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }
public override void Update() { base.Update(); m_Character.GetComponent<Animator>().SetFloat("VelocityX", Math.Abs(m_Character.m_TotalForce.x)); if (Math.Sign(m_HorizontalAxis) == 1) { m_Character.m_FacingRight = true; } if (Math.Sign(m_HorizontalAxis) == -1) { m_Character.m_FacingRight = false; } m_Character.m_TotalForce = new Vector3(m_Velocity, 0.0f, 0.0f); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_Velocity) == 0.0f && m_HorizontalAxis == 0.0f) { m_NextState = new MovementIdle(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleWalk(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementLightAttackDown(m_Character); else m_NextState = new MovementLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementHeavyAttackDown(m_Character); else m_NextState = new MovementHeavyAttackUp(m_Character); } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent<Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }
public override void Update() { base.Update(); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new MovementWalk(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_CrouchButton == true) { m_NextState = new MovementCrouch(m_Character); } if(m_Character.m_Opponent != null) { m_NextState = new BattleIdle(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementLightAttackDown(m_Character); else m_NextState = new MovementLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementHeavyAttackDown(m_Character); else m_NextState = new MovementHeavyAttackUp(m_Character); } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent<Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }