public void OnStateChange() { if (gameService.GetCurrentState() == GameStatesType.PLAYERSTATE && playerController.GetPlayerState() != PlayerStates.WAIT_FOR_INPUT) //&& playerController.GetPlayerState() != PlayerStates.AMBUSH) { playerController.ChangePlayerState(PlayerStates.IDLE, PlayerStates.NONE); // currentPathService.UnhighlightTeleportableNodes(); } }
public void SpawnPlayer() { playerController = new PlayerController(this, gameService, currentPathService, interactableService, playerScriptableObject, signalBus); signalBus.TryFire(new PlayerSpawnSignal()); playerNodeID = playerController.GetID(); playerController.ChangePlayerState(PlayerStates.IDLE, PlayerStates.NONE); }