protected override void Update() { //Fix this with animation time deltaTime += Time.deltaTime; if (commands.Count > 0) { Command command = commands.Dequeue(); if (command == Command.AttackL) { nextState = new AttackL(base.animationController, base.player, base.baseCharacterInput); Exit(); } else if (command == Command.AttackR) { deltaTime = 0; } } else if (deltaTime > 0.5f) { nextState = new AttackL(base.animationController, base.player, base.baseCharacterInput); Exit(); } }
protected override void Update() { Vector2 mag = new Vector2(baseCharacterInput.LeftVerticalAxis, baseCharacterInput.LeftHorizontalAxis); Vector2 magRight = new Vector2(baseCharacterInput.RightHorizontalAxis, baseCharacterInput.RightVerticalAxis); animationController.TurnAxis(baseCharacterInput.RightHorizontalAxis, baseCharacterInput.RightVerticalAxis); if (base.player.GetComponent <TpcCharacterController>().attackValue > 0) { nextState = new Hit(base.animationController, base.player, base.baseCharacterInput); Exit(); } else if (commands.Count > 0) { Command command = commands.Dequeue(); if (command == Command.AttackL) { nextState = new AttackL(base.animationController, base.player, base.baseCharacterInput); Exit(); } else if (command == Command.AttackR) { nextState = new AttackR(base.animationController, base.player, base.baseCharacterInput); Exit(); } } else if (DefenceInput()) { nextState = new Defence(base.animationController, base.player, base.baseCharacterInput); Exit(); } else if (mag.magnitude != 0) { nextState = new Run(base.animationController, base.player, base.baseCharacterInput); Exit(); } }