public void FixedUpdate() { if (m_currentState != null) { m_currentState.FixedUpdate(); } }
private void FixedUpdate() { if (freezePlayerState) { return; } ProcessTimers(); currentState.FixedUpdate(this); }
private void FixedUpdate() { wasGrounded = isGrounded; isGrounded = false; Collider2D[] colliders = Physics2D.OverlapCircleAll(groundCheck.transform.position, groundCheckRadius); for (int i = 0; i < colliders.Length; i++) { if (!colliders[i].tag.Equals(Globals.Tags.Player)) { isGrounded = true; if (!wasGrounded) { // Land. } } } currentState.FixedUpdate(this); }
void FixedUpdate() { currentState.FixedUpdate(this); }
public void FixedUpdate() { _state.FixedUpdate(); }
protected override void FixedUpdate() { currentState.FixedUpdate(); base.FixedUpdate(); }