private void Update() { if (m_inputController.JumpButtonDown && m_groundChecks.IsPlayerGrounded()) { m_stateMachine.SetState(m_jumpState); } }
private void Update() { if (m_groundChecks.IsPlayerGrounded() && m_groundChecks.GroundAngle <= m_characterController.slopeLimit) { m_stateMachine.SetState(m_groundMovementState); } }
private void Update() { if (!m_playerGroundChecks.IsPlayerGrounded()) { m_stateMachine.SetState(m_fallingState); } }
private void ApplyGravity() { if (m_playerGroundChecks.IsPlayerGrounded() && m_playerTotalVelocity.TotalVelocity.y < 0.0f) { m_playerTotalVelocity.TotalVelocity = new Vector3(m_playerTotalVelocity.TotalVelocity.x, -1.0f, m_playerTotalVelocity.TotalVelocity.z); } m_playerTotalVelocity.TotalVelocity += new Vector3(0.0f, m_gravityValue * Time.fixedDeltaTime, 0.0f); }