//State04 void CheckNormalMovement() { AtualizaInfo(); #region Com Animação de landing travando if (nextAnimState04 == AnimStateMovement.Falling) { while (playerInfo.isGrounded == false) { return; } nextAnimState04 = AnimStateMovement.Aterrisando; } else { if (playerMovement.velocity.y < 1f && controller.collisions.below == false) { nextAnimState04 = AnimStateMovement.Falling; nextAnimState01 = AnimStateFrente.None; } else if (playerMovement.jump || playerMovement.velocity.y > 0) { nextAnimState04 = AnimStateMovement.Rising; nextAnimState01 = AnimStateFrente.None; } else if (inputController.joyInput.x != 0 && controller.collisions.below) { nextAnimState04 = AnimStateMovement.Walk; nextAnimState01 = AnimStateFrente.None; } else { nextAnimState01 = AnimStateFrente.Idle; } } #endregion CallState04(); }
//State01 é WinLoseAnim() e StunAnim() void WinLoseAnim() { if (GameManager.ganhou) { nextAnimState01 = AnimStateFrente.Ganhou; } else { nextAnimState01 = AnimStateFrente.Perdeu; } if (GameManager.perdeu) { nextAnimState01 = AnimStateFrente.Perdeu; } playerAnim.stateFrente = nextAnimState01; playerAnim.StateFrenteUpdate(); }
void StunAnim() { nextAnimState01 = AnimStateFrente.Stun; playerAnim.StateFrenteUpdate(); }