public override void DoExecute(GameObject player) { base.DoExecute(player); player.GetComponent <Rigidbody>().AddForce(new Vector3(0, 5, 0), ForceMode.Impulse); player.GetComponent <PlayerStateManager>().SwitchState(PlayerAirState.ID); TrickExecuter.StartCoroutine(Execute(player)); }
public override void DoExecute(GameObject player) { // too much multiplication, maybe minJumpValue + crouchValue * maxCrouchForce + jumpSpeed * maxJumpSpeed // crouch is going wrong (gives 0) base.DoExecute(player); float jumpStrength = player.GetComponent <PlayerStats>().LastRecordedCrouchValue + jumpSpeed + maxJumpForce; player.GetComponent <Rigidbody>().AddForce(new Vector3(0, jumpStrength, 0), ForceMode.Impulse); player.GetComponent <PlayerStateManager>().SwitchState(PlayerAirState.ID); TrickExecuter.StartCoroutine(Execute(player)); }
public override void DoExecute(GameObject player) { base.DoExecute(player); TrickExecuter.StartCoroutine(Execute(player)); }
public override void Start() { monoBehaviour.StartCoroutine(DoFallSequence()); }