public override void Execute(PlayerManager obj) { // If the player die if (obj.IsDead()) { obj.GetFSM().ChangeState(State_Player_Die.Instantiate()); } // Loop function during useskill state obj.UseSkill(); // If there is any move input, to move state if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) { obj.GetFSM().ChangeState(State_Player_Move.Instantiate()); } // Else to idle state else { obj.GetFSM().ChangeState(State_Player_Idle.Instantiate()); } }
public override void Execute(PlayerManager obj) { // If the player dies if (obj.IsDead()) { obj.GetFSM().ChangeState(State_Player_Die.Instantiate()); } // The loop function during the idle obj.Idle(); // If there is any input, change to the move idle if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) { obj.GetFSM().ChangeState(State_Player_Move.Instantiate()); } // If the player is in the worldscene, it cannnot shoot. if (!obj.InWorld) { if (Input.GetButton("Fire1")) { obj.GetFSM().ChangeState(State_Player_UseSkill.Instantiate()); } } }