private void Awake() { playerController = GetComponent <SimplePlayerController>(); interactionController = GetComponentInChildren <PlayerInteractionController>(); animator = GetComponent <Animator>(); myTransform = transform; }
public void OnUpdate(SimplePlayerController fsm) { if (fsm.IsGrounded()) { // transition back to idle when back on ground fsm.Transition(SimplePlayerController.IdleState); } }
public void OnUpdate(SimplePlayerController fsm) { if (Mathf.Abs(Input.GetAxis("Horizontal")) < 0.0001f) { fsm.Transition(SimplePlayerController.IdleState); } if (Input.GetButtonDown("Jump") && fsm.IsGrounded()) { fsm.Transition(SimplePlayerController.JumpState); } }
private void AssignPlayer(Scene scene, LoadSceneMode loadSceneMode) { CurrentPlayer = FindObjectOfType <SimplePlayerController>(); if (CurrentPlayer != null) { if (playerLoaded != null) { playerLoaded(CurrentPlayer); } } }
public void OnExit(SimplePlayerController fsm) { Debug.Log("Run State Exit"); }
public void OnEnter(SimplePlayerController fsm) { Debug.Log("Run State Enter"); }
public void OnEnter(SimplePlayerController fsm) { fsm.Jump(); Debug.Log("Jump State Enter"); }
private void AssignPlayer(SimplePlayerController player) { _Player = player; }
public void OnExit(SimplePlayerController fsm) { Debug.Log("Jump State Exit"); }