void IPlayerState.EnterState(PlayerMovementRB player) { player.anim.SetBool("Falling", true); player.SetCrouching(true); // Minimum friction so you don't stick to walls while falling player.col.material.dynamicFriction = 0f; }
void IPlayerState.EnterState(PlayerMovementRB player) { // TODO manually set the player's Y-position //player.rb.useGravity = false; //jumpTimer.StartTiming(); if (player.controlState == ControlState.CONTROLLABLE) { player.SetCrouching(false); player.anim.SetBool("Falling", true); player.col.material.dynamicFriction = 0f; player.rb.AddForce(jumpForce, ForceMode.VelocityChange); } }
void IPlayerState.EnterState(PlayerMovementRB player) { player.anim.SetFloat("Speed", 0f); player.SetCrouching(true); }
void IPlayerState.EnterState(PlayerMovementRB player) { player.anim.SetFloat("Speed", player.currentSpeed); player.SetCrouching(false); }
void IPlayerState.EnterState(PlayerMovementRB player) { player.SetCrouching(true); }