void Jump_EnterState() { controller.DisableClamping(); controller.DisableSlopeLimit(); moveDirection += controller.up * CalculateJumpSpeed(JumpHeight, Gravity); }
void Jump_EnterState() { controller.DisableClamping(); controller.DisableSlopeLimit(); //cameraObject.SendMessage("setCameraPositionJumpView"); anim.SetBool("Jump", true); moveDirection += controller.up * CalculateJumpSpeed(JumpHeight, Gravity); }
public void AddVelocity() { controller.DisableClamping(); controller.DisableSlopeLimit(); moveDirection = (controller.up * CalculateJumpSpeed(JumpHeight, Gravity)); //currentState = PlayerStates.Fall; return; }
private void Jump_EnterState() { superCharacterController.DisableClamping(); superCharacterController.DisableSlopeLimit(); currentVelocity += superCharacterController.up * CalculateJumpSpeed(jumpHeight, gravity); canJump = false; CmdJump(); }
void Jump_EnterState() { controller.DisableClamping(); controller.DisableSlopeLimit(); this.Animator.SetBool("Jump", true); this.StartCoroutine(DisableBool("Jump", 0.1f)); }
void Jump_EnterState() { superCharacterController.DisableClamping(); superCharacterController.DisableSlopeLimit(); currentVelocity += superCharacterController.up * CalculateJumpSpeed(jumpHeight, gravity); canJump = false; animator.SetInteger("Jumping", 1); animator.SetTrigger("JumpTrigger"); }
private void Jump_EnterState() { superCharacterController.DisableClamping(); superCharacterController.DisableSlopeLimit(); currentVelocity = new Vector3(currentVelocity.x, jumpSpeed, currentVelocity.z); animator.SetInteger("Jumping", 1); rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.JumpTrigger); canJump = false; }
void Jump_EnterState() { controller.DisableClamping(); controller.DisableSlopeLimit(); if (IsDashing() || input.Current.DashInput) { isDashJump = true; } moveDirection.y = 0; moveDirection += controller.up * CalculateJumpSpeed(JumpHeight, Gravity); }
private void Jump_EnterState() { superCharacterController.DisableClamping(); superCharacterController.DisableSlopeLimit(); currentVelocity += superCharacterController.up * CalculateJumpSpeed(jumpHeight, gravity); //Set weaponstate to Unarmed if Relaxed. if (rpgCharacterController.weapon == Weapon.RELAX) { rpgCharacterController.weapon = Weapon.UNARMED; animator.SetInteger("Weapon", 0); } canJump = false; animator.SetInteger("Jumping", 1); animator.SetTrigger("JumpTrigger"); }
private void Jump_EnterState() { superCharacterController.DisableClamping(); superCharacterController.DisableSlopeLimit(); if ((RPGCharacterState)lastState == RPGCharacterState.Swim) { currentVelocity = new Vector3(currentVelocity.x, strokeSpeed, currentVelocity.z); } else { currentVelocity = new Vector3(currentVelocity.x, jumpSpeed, currentVelocity.z); } animator.SetInteger("Jumping", 1); rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.JumpTrigger); canJump = false; }
/*void Update () { * Update is normally run once on every frame update. We won't be using it * in this case, since the SuperCharacterController component sends a callback Update * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires * further callbacks depending on the state * }*/ // Below are state functions. Each one is called based on the name of the state, // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call // Jump_SuperUpdate() void Idle_EnterState() { timeInCurrentState = 0; controller.EnableSlopeLimit(); controller.DisableClamping(); }