public override ControllState handleInput(BThirdPerson controller, CharacterStats stats) { Shader.SetGlobalFloat("_map_fade", Mathf.Clamp01(controller.stateTime * 5)); Shader.SetGlobalFloat("trailDust", Mathf.Clamp01(1 - controller.stateTime * 2.5f)); if(Input.GetButton("jump")){ controller.jumpHard(); return ControllerKnight._KnightJUMP; } if(Input.GetButtonDown("open_map") && controller.stateTime > 0.7f){ // controller.referenceTransforms[5].gameObject.GetComponent<OMap>().unfold(); // return ControllerKnight._KnightMAP; } if(Input.GetButton("action")){ return ControllerKnight._KnightRUN; } if(stats.healthFactor <= 0){ return ControllerKnight._KnightDIE; } // if(controller.isOnWall){ // return ControllerKnight._KnightIDLEWALL; // } return this; }