void FixedUpdate() { int dir = (_controller.FacingRight()) ? 1 : -1; switch (_controller.GetState()) { case PlayerStateEnum.TestMove: case PlayerStateEnum.TestAirborneMove: _rb.AddRelativeForce(transform.right * Constants.BASE_MOVE_SPEED * dir); break; case PlayerStateEnum.TestJump: if (CollisionCommon.IsGrounded(gameObject)) { _rb.AddRelativeForce(transform.up * Constants.BASE_JUMP_SPEED); } break; case PlayerStateEnum.TestRoll: _rb.AddRelativeForce(transform.right * Constants.BASE_ROLL_SPEED * dir); break; } }
void FixedUpdate() { _current.enabled = false; _current = _colliders[_controller.GetState()]; _current.enabled = true; }