public override void update() { if (Player.rigidbody2D.velocity.y > -0.2 && Player.rigidbody2D.velocity.y < 0.2) { StateTransition.OnStateTransition("top"); } }
public override void update() { if (!Input.GetKey("down")) { StateTransition.OnStateTransition("run"); } }
public override void update() { if (Player.rigidbody2D.velocity.y == 0) { StateTransition.OnStateTransition("run"); } }
public override void update() { if (Player.rigidbody2D.velocity.y <= -0.2) { StateTransition.OnStateTransition("fall"); } }
protected bool handleInput() { if (Input.GetKey("up")) { StateTransition.OnStateTransition("jump"); return(true); } else if (Input.GetKey("down")) { StateTransition.OnStateTransition("slip"); return(true); } return(false); }
public override void update() { if (handleInput()) { return; } if (Player.transform.position.x < PlayerBehaviour.getThreshold("pos_x")) { Player.rigidbody2D.AddForce(Vector3.right * speed); } else { StateTransition.OnStateTransition("run"); } }
public override void update() { if (handleInput()) { return; } if (Player.transform.position.x > PlayerBehaviour.getThreshold("pos_x")) { StateTransition.OnStateTransition("backward"); } else if (Player.transform.position.x < PlayerBehaviour.getThreshold("pos_x")) { StateTransition.OnStateTransition("forward"); } }