private void Awake()
 {
     if (singleton == null)
     {
         singleton = this;
         DontDestroyOnLoad(singleton);
     }
     else
     {
         DestroyImmediate(singleton);
     }
     Setup();
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     Debug.Log("Sono in Walk State");
     if (Input.GetKey(KeyCode.W) && Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.S) && Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.A) && Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.D) && Input.GetKey(KeyCode.LeftControl))
     {
         Debug.Log("Sto Camminando nel walk state");
         GameManagerMove.RunTriggerState();
     }
     else
     {
         Debug.Log("Sono stanco e mi fermo");
         GameManagerMove.WaitingTriggerState();
     }
 }
 // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
 override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (Input.GetKeyDown(KeyCode.LeftShift))
     {
         if (Input.GetKey(KeyCode.W) & !Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.S) & !Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.A) & !Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.D) & !Input.GetKey(KeyCode.LeftControl))
         {
             Debug.Log("Sto per cambiare stato da crunch a walk");
             GameManagerMove.WalkTriggerState();
         }
         else
         {
             Debug.Log("Sto per cambiare stato da crunch a wait");
             GameManagerMove.WaitingTriggerState();
         }
     }
 }
Exemple #4
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 // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
 override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     GameManagerMove.Setup();
     GameManagerMove.EventSetup();
     Debug.Log("Sono nella waiting state");
 }