private void Start() { characterController = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); //ikPersonagem = GetComponent<IKCharacter>(); mainCamera = Camera.main; _characterState = _CharacterState.idle; }
void UpdateCharacterState() { //Pula if (jump) { _characterState = _CharacterState.jump; } //climb else if (jump && _characterState == _CharacterState.walking) { _characterState = _CharacterState.climb; } //Sobe else if ((jump && box != null) && characterController.isGrounded) { _characterState = _CharacterState.climb; } //Prepara para puxar else if (push && box != null) { _characterState = _CharacterState.push; } //Puxando else if ((push && moveInput != Vector3.zero) && box != null) { _characterState = _CharacterState.pushing; } //anda agachado else if (crouch && moveInput != Vector3.zero) { _characterState = _CharacterState.crouchWalking; } //agacha else if (crouch) { _characterState = _CharacterState.crouch; } //corre else if (run && moveInput != Vector3.zero) { _characterState = _CharacterState.running; } //anda else if (moveInput != Vector3.zero) { _characterState = _CharacterState.walking; } //parado else if (moveInput == Vector3.zero) { _characterState = _CharacterState.idle; anim.SetFloat("SpeedPercent", 0); } }