// /*If the player is in this state, they will always do whatever is in state update. * Which includes accepting new input and */ public void StateUpdate() { pi.playerScript.Idle(); mi = pi.GetMovementInput(); ri = pi.GetRunInput(); ji = pi.GetJumpInput(); spellInputTable = pi.GetSpellInputTable(); cancelSpell = pi.GetCancelInput(); }
// /*If the player is in this state, they will always do whatever is in state update. * Which includes accepting new input and */ public override void StateUpdate() { pi.playerScript.Idle(); mi = pi.GetMovementInput(); ji = pi.GetJumpInput(); ai = pi.GetAimInput(); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public void StateUpdate() { mi = pi.GetMovementInput(); ri = pi.GetRunInput(); spellInputTable = pi.GetSpellInputTable(); ji = pi.GetJumpInput(); pi.playerScript.GroundMovement(mi.x, mi.y, mi.magnitude); pi.playerScript.Run(ri.magnitude); cancelSpell = pi.GetCancelInput(); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); //Only allow the player to jump if they stop pressing the jump input if (jumpInput == 0f) { canJump = true; } cancelClimb = pi.GetCancelClimbInput(); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); pi.playerScript.GroundMovement(mi); pi.playerScript.GetPlayerRigidbody().velocity = new Vector3(0, fallingVelocity, 0); if (jumpInput == 0f) { superJumpReady = true; } //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public override void StateUpdate() { fi = pi.GetFireWeaponInput(); mi = pi.GetMovementInput(); rsi = pi.GetRightStickInput(); ji = pi.GetJumpInput(); ai = pi.GetAimInput(); if (fi > 0f) { pi.playerScript.FireCurrentWeapon(); } else { pi.playerScript.StopFireWeapon(); } pi.playerScript.Strafe(mi, rsi); //Default playerstate behavior to swap weapons in any state HandleWeaponSwapInput(pi); }
public override void StateUpdate() { mi = pi.GetMovementInput(); jumpInput = pi.GetJumpInput(); jumpProgress = pi.playerScript.Jump(startPosition, startTime, mi); }