// Update is called once per frame void FixedUpdate() { /*if (currHealth < maxHealth) * { * currHealth += regenAmountHealth; * stats.UpdateHealthUI(currHealth); * }*/ if (parryTimer < 0.0f) { state = CombatStates.NONE; parryTimer = 0.0f; } switch (state) { case CombatStates.BLOCK: currStamina -= blockStaminaDecrease; break; case CombatStates.PARRY: currStamina -= parryStaminaDecrease; parryTimer -= Time.deltaTime; break; default: if (currStamina < maxStamina) { currStamina += regenAmountStamina; } break; } stats.UpdateStaminaUI(currStamina); if (currStamina < staminaActionMinimal && state != CombatStates.NONE) { SetState(CombatStates.NONE); } }