public override void Update() { base.Update(); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new MovementWalk(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_CrouchButton == true) { m_NextState = new MovementCrouch(m_Character); } if (m_Character.m_Opponent != null) { m_NextState = new BattleIdle(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementLightAttackDown(m_Character); } else { m_NextState = new MovementLightAttackUp(m_Character); } } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) { m_NextState = new MovementHeavyAttackDown(m_Character); } else { m_NextState = new MovementHeavyAttackUp(m_Character); } } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent <Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent <Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }
public override void Update() { base.Update(); if (m_PlaneShiftButton > 0.0f) { m_NextState = new MovementPlaneShift(m_Character); } else { if (Math.Abs(m_HorizontalAxis) >= 0.1f) { m_NextState = new MovementWalk(m_Character); } if (m_JumpButton == true) { m_NextState = new MovementJump(m_Character); } if (m_CrouchButton == true) { m_NextState = new MovementCrouch(m_Character); } if(m_Character.m_Opponent != null) { m_NextState = new BattleIdle(m_Character); } if (m_LightAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementLightAttackDown(m_Character); else m_NextState = new MovementLightAttackUp(m_Character); } if (m_HeavyAttackButton == true) { if (m_VerticalAxis < -0.1f) m_NextState = new MovementHeavyAttackDown(m_Character); else m_NextState = new MovementHeavyAttackUp(m_Character); } if (m_BlockButton == true) { if (m_VerticalAxis < -0.1f) { m_Character.GetComponent<Animator>().SetBool("BlockDown", true); m_NextState = new MovementBlockDown(m_Character); } else { m_Character.GetComponent<Animator>().SetBool("BlockUp", true); m_NextState = new MovementBlockUp(m_Character); } } } }