public void UpdateState() { if (yeetTimeLeft <= 0) { stateMachine.SetDefaultState(); } yeetTimeLeft -= Time.deltaTime; physics.YeetUpdate(); }
public void UpdateState() { physics.ParalyzedUpdate(); if (!physics.force.HasForce()) { stateMachine.SetDefaultState(); } }
public void UpdateState() { if (timeLeft <= 0) { respawnHandler.Respawn(); stateMachine.SetDefaultState(); } else { timeLeft -= Time.deltaTime; movement.DeadUpdate(); } physics.DeadUpdate(); }
public void UpdateState() { float t = recoilTime - timeLeft; if (freezeGravity) { physics.velocity.Value = recoilForce * DerivativeHelpers.ForwardDerivative(t, recoilTime, recoilEase.Evaluate); } else { physics.velocity.X = recoilForce.x * DerivativeHelpers.ForwardDerivative(t, recoilTime, recoilEase.Evaluate); } physics.ParalyzedUpdate(); if (timeLeft <= 0) { stateMachine.SetDefaultState(); } else { timeLeft -= Time.deltaTime; } }