//Control de estados public void controlState() { // Animations playerAnimations.GroundDistance(fallDistance); //playerAnimations.Caida(controlAirState); //Ifs timeCrouch = (is_Crouching) ? timeCrouch + Time.deltaTime : 0; timeAir = (!is_Grounded) ? timeAir + Time.deltaTime : 0; timeGrounded = (is_Grounded) ? timeGrounded + Time.deltaTime : 0; timeMoving = (is_Moving) ? timeMoving + Time.deltaTime : 0; timeShifting = (is_Shiftting) ? timeShifting + Time.deltaTime : 0; timeRuning = (is_Runing) ? timeRuning + Time.deltaTime : 0; }