Esempio n. 1
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    public PlayerFallingState(int id) : base()
    {
        //ID = GetNewID();
        ID = id;

        monoBehaviour = GameObject.Find("_TrickExecuter").GetComponent <TrickExecuter>();
    }
Esempio n. 2
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    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));
    }
Esempio n. 3
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    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));
    }
Esempio n. 4
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    public override void DoExecute(GameObject player)
    {
        base.DoExecute(player);

        TrickExecuter.StartCoroutine(Execute(player));
    }