public void Enter() { timeInSeconds = 0d; animationController.RunAnimation(animations.fall, PlayerTimings.FALL_TIMES, ref animate, true); AdvancedMovement.Stand(movementController); }
public void Exit() { if (animate != null) { animationController.StopAnimation(ref animate); } BasicMovement.StopHorizontal(movementController); AdvancedMovement.Stand(movementController); playerController.playerInputData.ResetInputTokens(); }
public void Enter() { timeInSeconds = 0; isArmed = false; if (playerController.playerCharacterData.GetPrimaryWeapon() != WeaponType.NONE) { isArmed = true; } RunAnimation(); AdvancedMovement.Stand(movementController); movementController.SetPhysicsMaterialSlope(movementController.IsOnSlope()); if (stateMachine.PeekPreviousState() == playerController.fallingState) { BasicMovement.StopHorizontal(movementController); } else { BasicMovement.StopHorizontal(movementController, true); } }
public void Enter() { timeInSeconds = 0; RunAnimation(); AdvancedMovement.Stand(movementController); movementController.SetPhysicsMaterialSlope(movementController.IsOnSlope()); if (stateMachine.PeekPreviousState() == playerController.fallingState) { BasicMovement.StopHorizontal(movementController); } else { BasicMovement.StopHorizontal(movementController, true); } if (playerController.jumpInputBuffer) { playerController.jumpInputBuffer = false; stateMachine.ChangeState(playerController.jumpingState); return; } }
public void Enter() { timeInSeconds = 0; if (HandlePreInputs()) { return; } if (playerController.isInCombat) { stateMachine.ChangeState(playerController.combatIdleState); return; } animationController.RunAnimation(animations.idle, PlayerTimings.IDLE_TIMES, ref animate, true); AdvancedMovement.Stand(movementController); movementController.SetPhysicsMaterialSlope(movementController.IsOnSlope()); if (stateMachine.PeekPreviousState() == playerController.fallingState) { BasicMovement.StopHorizontal(movementController); } else { BasicMovement.StopHorizontal(movementController, true); } if (playerController.jumpInputBuffer) { playerController.jumpInputBuffer = false; stateMachine.ChangeState(playerController.jumpingState); return; } }