public override void Update(UserControlState ucs) { //......................................................... //Check for specific inputs that only matters during the grounded state. if (Input.GetKeyDown(KeyCode.F)) { mIsFastMode = !mIsFastMode; } if (Input.GetKeyDown(KeyCode.C)) { mIsCrouch = !mIsCrouch; ucs.Anim.SetBool("Crouch", mIsCrouch); } if (Input.GetAxisRaw("Jump") == 1) { StateMan.ChangeState("Jump", ucs); return; } //......................................................... //Perform Turning if (Mathf.Abs(ucs.HoriAxis) > 0.1) { ucs.Trans.rotation *= Quaternion.AngleAxis(mTurnSpeed * ucs.HoriAxis * Time.deltaTime, Vector3.up); } }
public override void Update(UserControlState ucs) { checkGrounded(ucs); if (mJumpState == 2 && mIsGrounded && !ucs.Anim.IsInTransition(0)) { //Debug.Log("GROUNDED---------------------------------------------------"); mJumpState = 3; ucs.Anim.SetBool("Jump", false); } else if (mJumpState == 5) { mJumpState = 0; ucs.Anim.SetBool("Jump", false); StateMan.ChangeState("Grounded", ucs); } }