protected override void HandleInput(HashSet <KeyPress> input) { if (input.Contains(KeyPress.Roll)) { ChangeState(PlayerStateEnum.TestRoll); } else if (input.Contains(KeyPress.Jump) && IsGrounded()) { ChangeState(PlayerStateEnum.TestJump); } else if (input.Contains(KeyPress.MoveLeft)) { // unflipped = facing right ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceLeft(_animator); } else if (input.Contains(KeyPress.MoveRight)) { // unflipped = facing right ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceRight(_animator); } else if (input.Contains(KeyPress.MidAttack)) { ChangeState(PlayerStateEnum.TestMidAttack); } }
protected override void HandleInput(HashSet <KeyPress> input) { if (!CollisionCommon.IsGrounded(_player)) { ChangeState(PlayerStateEnum.TestAirborneMove); } else if (input.Contains(KeyPress.Jump)) { ChangeState(PlayerStateEnum.TestJump); } else if (input.Contains(KeyPress.Roll)) { ChangeState(PlayerStateEnum.TestRoll); } else if (input.Contains(KeyPress.MidAttack)) { ChangeState(PlayerStateEnum.TestMidAttack); } else if (input.Contains(KeyPress.MoveRight)) { ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceRight(_animator); } else if (input.Contains(KeyPress.MoveLeft)) { ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceLeft(_animator); } }
protected override void HandleInput(HashSet <KeyPress> input) { if ((timeLeft -= Time.deltaTime) > 0f) { return; } if (input.Contains(KeyPress.MoveRight)) { ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceRight(_animator); timeLeft = Constants.ROLL_TIME; } else if (input.Contains(KeyPress.MoveLeft)) { ChangeState(PlayerStateEnum.TestMove); AnimatorCommon.FaceLeft(_animator); timeLeft = Constants.ROLL_TIME; } else { ChangeState(PlayerStateEnum.TestIdle); timeLeft = Constants.ROLL_TIME; } }
void Start() { _animator = GetComponent <Animator>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _states = new Dictionary <PlayerStateEnum, PlayerState>(); AnimatorCommon.FaceRight(_animator); AnimatorCommon.SetState(_animator, (int)(PlayerStateEnum.TestIdle)); InitStates(); }