public override void HandleInputs(IInput input) { if (input.WeakAttackButton.IsPressDown) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackWeakGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackWeakAir); } } else if (input.HeavyAttackButton.IsPressDown) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackHeavyGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackHeavyAir); } } if (input.JumpButton.IsPressDown && (groundCheck.IsInCollision || playerStatus.IsAirJumpAvailable)) { MyStateMachine.ChangeState(MyStateMachine.PlayerJump); } }
public override void Update(IInput input, float deltaTime) { base.Update(input, deltaTime); if (!wallFrontCheck.IsInCollision) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } } else if (Mathf.RoundToInt(input.Horizontal) == playerDirection.CurrentDirectionX * -1) { playerMovement.Move(Vector2.right * input.Horizontal * 0.15f / 4); if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } } else { HandleInputs(input); } }
public override void HandleInputs(IInput input) { if (input.DashButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerWallDash); } }
public override void Update(IInput input, float deltaTime) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } HandleInputs(input); }
public override void HandleInputs(IInput input) { if (input.WeakAttackButton.IsPressDown) { requestNextAttack = true; lastTimeAttackButtonPressed = 0; } if (input.JumpButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerJump); } }
public override void Update(IInput input, float deltaTime) { if (groundCheck.IsInCollision && rigidbody.velocity.y <= 0) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } if (wallFrontCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerWall); } HandleInputs(input); }
public override void Update(IInput input, float deltaTime) { if (rigidbody.velocity.y != 0) { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } HandleInputs(input); }
public override void Update(IInput input, float deltaTime) { lastTimeAttackButtonPressed += deltaTime; if (lastTimeAttackButtonPressed > maxTimeBetweenAttacks) { requestNextAttack = false; } if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } HandleInputs(input); }
public void EndAttack() { if (!requestNextAttack && isThisStateActive) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } } }
public void EndAttack() { if (isThisStateActive) { Debug.Log("aqui"); if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } } }
public override void HandleInputs(IInput input) { if (input.WeakAttackButton.IsPressDown) { requestNextAttack = true; lastTimeAttackButtonPressed = 0; } if (input.JumpButton.IsPressDown && playerStatus.IsAirJumpAvailable) { MyStateMachine.ChangeState(MyStateMachine.PlayerJump); } if (input.DashButton.IsPressDown && playerStatus.IsAirDashAvailable) { MyStateMachine.ChangeState(MyStateMachine.PlayerAirDash); } }
public override void HandleInputs(IInput input) { if (input.DashButton.IsPressDown && playerStatus.IsAirDashAvailable) { MyStateMachine.ChangeState(MyStateMachine.PlayerAirDash); } else if (input.WeakAttackButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackWeakAir); } else if (input.HeavyAttackButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackHeavyAir); } else if (input.JumpButton.IsPressDown && playerStatus.IsAirJumpAvailable) { MyStateMachine.ChangeState(MyStateMachine.PlayerJump); } }
public override void Update(IInput input, float deltaTime) { if (groundCheck.CurrentCollisionCollider) { if (collider.IsTouching(groundCheck.CurrentCollisionCollider)) { rigidbody.velocity = Vector2.zero; } else { rigidbody.velocity = Vector2.down * 5; } } if (!groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } HandleInputs(input); }
public override void Update(IInput input, float deltaTime) { if (timePassed >= playerStatus.DashTime) { if (groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerGround); } else { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } } if (wallFrontCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerWall); } HandleInputs(input); }
public override void HandleInputs(IInput input) { if (input.DashButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerGroundDash); } else if (input.JumpButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerJump); } else if (input.HeavyAttackButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackHeavyGround); } else if (input.WeakAttackButton.IsPressDown) { MyStateMachine.ChangeState(MyStateMachine.PlayerAttackWeakGround); } }
public override void Update(IInput input, float deltaTime) { if (groundCheck.IsReallyInCollision) { rigidbody.velocity = Vector2.zero; } else { rigidbody.velocity = Vector2.down * 5; } if (!groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } HandleInputs(input); if (wallFrontCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerWall); } }
public override void Update(IInput input, float deltaTime) { if (groundCheck.CurrentCollisionCollider) { if (collider.IsTouching(groundCheck.CurrentCollisionCollider)) { rigidbody.velocity = Vector2.zero; } else { rigidbody.velocity = Vector2.down * 5; } } lastTimeAttackButtonPressed += deltaTime; if (lastTimeAttackButtonPressed > maxTimeBetweenAttacks) { requestNextAttack = false; } if (!groundCheck.IsInCollision) { MyStateMachine.ChangeState(MyStateMachine.PlayerAir); } HandleInputs(input); }