public override void Jump() { StatePlayer.ChangeState(StatePlayer.StateWalk()); }
public override void Sprint() { StatePlayer.ChangeState(StatePlayer.StateSprint()); }
public override void CancelWalk() { StatePlayer.ChangeState(StatePlayer.StateCrouch()); }
public override void CancelCrouch() { StatePlayer.ChangeState(StatePlayer.StateIdle()); }
public override void Fall() { StatePlayer.ChangeState(StatePlayer.StateFall()); }
public override void Walk() { StatePlayer.ChangeState(StatePlayer.StateCrouchWalk()); }
public override void CancelJump() { StatePlayer.ChangeState(StatePlayer.StateAirMoveCrouchFall()); }
public override void Crouch() { StatePlayer.ChangeState(StatePlayer.StateAirMoveCrouchJump()); }
public override void CancelFall() { StatePlayer.ChangeState(StatePlayer.StateWalk()); }
public override void Walk() { StatePlayer.ChangeState(StatePlayer.StateAirMoveJump()); }
public override void CancelJump() { StatePlayer.ChangeState(StatePlayer.StateFall()); }
public override void Crouch() { StatePlayer.ChangeState(StatePlayer.StateSlide()); }
public override void Walk() { StatePlayer.ChangeState(StatePlayer.StateAirMoveCrouchFall()); }
public override void Crouch() { StatePlayer.ChangeState(StatePlayer.StateCrouchFall()); }