/*public void HitWall() { if (Math.Abs(m_Character.m_TotalForce.x) >= m_Character.m_MaxSpeed / 2) { m_NextState = new MovementWallRun(m_Character); } else { m_NextState = new MovementWallWalk(m_Character); } } */ public void Drop() { m_NextState = new AIMovementDrop(m_Character); }
/*public void HitWall() * { * if (Math.Abs(m_Character.m_TotalForce.x) >= m_Character.m_MaxSpeed / 2) * { * m_NextState = new MovementWallRun(m_Character); * } * else * { * m_NextState = new MovementWallWalk(m_Character); * } * } */ public void Drop() { m_NextState = new AIMovementDrop(m_Character); }