public override void HandleInput() { if (mi.magnitude > 0f) { pi.currentState = new PlayerStateWalking(pi); } if (ji == 1f && pi.IsGrounded()) { pi.currentState = new PlayerStateJumping(pi); } if (!pi.IsGrounded()) { pi.currentState = new PlayerStateFalling(pi); } if (pi.GetDashInput() == 1f && pi.GetCanDash()) { pi.currentState = new PlayerStateDash(pi); } if (ai == 1f) { pi.currentState = new PlayerStateAim(pi); } // if (ji == 1f && !pi.IsGrounded()) // pi.currentState = new PlayerStateSuperJump(pi); }
public override void HandleInput() { if (mi.magnitude == 0f) { pi.currentState = new PlayerStateIdle(pi); } //check to see if a spell input was pressed if (ji == 1f && pi.IsGrounded()) { pi.currentState = new PlayerStateJumping(pi); } if (pi.GetDashInput() == 1f && pi.GetCanDash()) { pi.currentState = new PlayerStateDash(pi); } if (!pi.IsGrounded()) { pi.currentState = new PlayerStateFalling(pi); } if (ai == 1f) { pi.currentState = new PlayerStateAim(pi); } // if (ji == 1f && !pi.IsGrounded()) // pi.currentState = new PlayerStateSuperJump(pi); }
public override void HandleInput() { if (jumpInput == 0f || jumpProgress > 1f) { pi.currentState = new PlayerStateFalling(pi); } if (pi.playerScript.GetCanClimb() != null) { //Ensure that the player is snapping to the right point, correctly getting the y axis Vector3 p = pi.playerScript.GetCanClimb().GetComponent <LedgeScript>().CalculateCorrectPointToSnapTo(pi.GetPlayerTransform().position); pi.playerScript.SetPlayerPosition(p); pi.currentState = new PlayerStateHangingOnLedge(pi, pi.playerScript.GetCanClimb()); } if (pi.GetDashInput() == 1f && pi.GetCanDash()) { pi.currentState = new PlayerStateDash(pi); } }
public override void HandleInput() { if (superJumpReady && jumpInput == 1f && pi.GetJumpCount() > 0) { pi.currentState = new PlayerStateJumping(pi); } if (pi.IsGrounded()) { pi.currentState = new PlayerStateIdle(pi); } if (pi.playerScript.GetCanClimb() != null) { //Ensure that the player is snapping to the right point, correctly getting the y axis Vector3 p = pi.playerScript.GetCanClimb().GetComponent <LedgeScript>().CalculateCorrectPointToSnapTo(pi.GetPlayerTransform().position); pi.playerScript.SetPlayerPosition(p); pi.currentState = new PlayerStateHangingOnLedge(pi, pi.playerScript.GetCanClimb()); } if (pi.GetDashInput() == 1f && pi.GetCanDash()) { pi.currentState = new PlayerStateDash(pi); } }