public void Update() { if (Input.GetKeyUp(KeyCode.D)) { _Player.SwitchState(new Idle(_Player)); } if (Input.GetKeyDown(KeyCode.A)) { _Player.SwitchState(new FWalk(_Player)); } if (Input.GetKeyDown(KeyCode.W)) { _Player.SwitchState(new Jump(_Player)); } }
public void Update() { if (_Player._Collision._Grounded == true) { _Player.SwitchState(new Idle(_Player)); } }
public void Update() { if (_Player._Collision._Grounded == false && _Player._Velocity.y < 0) { _Player.SwitchState(new Falling(_Player)); } }
public void Update() { if (Input.GetKeyUp(KeyCode.S)) { _Player.SwitchState(new Idle(_Player)); } }
public void Update() { switch (GameManager.instance.InputManager.GetDirection(_Player.m_ControllerId).notation) { case DirectionNotaton.Up: _Player.SwitchState(new Jump(_Player)); break; case DirectionNotaton.UpLeft: _Player.SwitchState(new FWalk(_Player)); break; case DirectionNotaton.UpRight: _Player.SwitchState(new BWalk(_Player)); break; case DirectionNotaton.Neutral: _Player.SwitchState(new Idle(_Player)); break; case DirectionNotaton.Left: _Player.SwitchState(new FWalk(_Player)); break; case DirectionNotaton.Right: _Player.SwitchState(new BWalk(_Player)); break; } }
public void Update() { if (Input.GetKeyDown(KeyCode.S)) { _Player.SwitchState(new Crouch(_Player)); } if (Input.GetKeyDown(KeyCode.A) || Input.GetKey(KeyCode.A)) { _Player.SwitchState(new FWalk(_Player)); } if (Input.GetKeyDown(KeyCode.D) || Input.GetKey(KeyCode.D)) { _Player.SwitchState(new BWalk(_Player)); } if (Input.GetKeyDown(KeyCode.W)) { _Player.SwitchState(new Jump(_Player)); } }