protected override void StateActions() { if (m_weapon != null) { m_weapon.AttackInput(true, false); if (!m_weapon.m_attacking && previousAttackingState) // end of weapon attack { m_stateManager.SetNextState(m_endTransition.m_nextState); } previousAttackingState = m_weapon.m_attacking; } }
// Update is called once per frame protected override void Update() { base.Update(); //Player Weapons BaseWeapon weapon = m_inventory.GetCurrentWeapon().GetComponentInChildren <BaseWeapon>(); if (weapon != null) { weapon.AttackInput(InputManager.m_instance.GetInputBool("LightAttack"), InputManager.m_instance.GetInputBool("HeavyAttack")); } if (InputManager.m_instance.GetInputBool("SwapWeapon")) { m_inventory.SwapWeapon(); } }