void FixedUpdate() { playerStatus.statusUpdateAfterInput((PlayerInput)playerInput); playerMove.CalculateSpeed(playerInput, playerStatus, playerCollider); playerCollider.CheckMove(ref playerMove, ref playerStatus); playerStatus.statusUpdateAfterCollisionCheck(playerCollider, playerInput); playerMove.Move(); // pass variables to the animator playerAnimator.SetBool("idle", playerStatus.IsIdle()); playerAnimator.SetBool("walk", playerStatus.IsWalk()); playerAnimator.SetBool("jump", playerStatus.IsJump()); playerAnimator.SetBool("fall", playerStatus.IsFall() || playerStatus.IsFallCloud()); playerAnimator.SetBool("attack", playerStatus.IsAttack()); playerAnimator.SetBool("defense", playerStatus.IsDefense()); playerAnimator.SetBool("refill", playerStatus.IsRefill()); playerAnimator.SetBool("drink", playerStatus.IsDrink()); playerAnimator.SetBool("climb", playerStatus.IsClimb()); playerAnimator.SetBool("hit", playerStatus.IsHit()); playerAnimator.SetBool("cast", playerStatus.IsCast()); playerAnimator.SetBool("dead", !playerStatus.IsAlive()); playerAnimator.SetBool("dash", playerStatus.IsDash()); playerAnimator.SetBool("taunt", playerStatus.IsTaunt()); }