public void OnStateChange() { if (gameService.GetCurrentState() == GameStatesType.PLAYERSTATE && playerController.GetPlayerState() != PlayerStates.WAIT_FOR_INPUT) //&& playerController.GetPlayerState() != PlayerStates.AMBUSH) { playerController.ChangePlayerState(PlayerStates.IDLE, PlayerStates.NONE); // currentPathService.UnhighlightTeleportableNodes(); } }
public ConnectState GetPlayerState() { return(mImpl.GetPlayerState(this)); }