IEnumerator StartJump() { state = SpineLearningBodyState.Jumping; yield return(new WaitForSeconds(1.25f)); state = SpineLearningBodyState.Idle; }
public void TryMove(float speed) { currentSpeed = speed; if (speed != 0f) { facingLeft = (currentSpeed < 0f); } if (state != SpineLearningBodyState.Jumping) { state = (speed == 0) ? SpineLearningBodyState.Idle : SpineLearningBodyState.Running; } }
// Update is called once per frame void Update() { if (skeletonAnimation == null) { return; } if (model == null) { return; } if (previousViewState != SpineLearningBodyState.Jumping) { Turn(model.facingLeft); } var currentModelState = model.state; if (previousViewState != currentModelState) { PlayNewStableAnimation(); } previousViewState = currentModelState; }