public override void HandleInput(PlayerController playerController) { List <Trick> tricks = playerController.GetTricks(); //foreach (Trick trick in tricks) Debug.Log(trick.Name); if (tricks.Count != 0) { Trick latestTrick = tricks[tricks.Count - 1]; if (latestTrick.IsAirTrick && !playerStats.DoingTrick) { tricks.RemoveAt(tricks.Count - 1); latestTrick.DoExecute(stateManager.gameObject); ScoreManager.Instance.AddTrickToSequence(latestTrick); } } }
public override void HandleInput(PlayerController playerController) { //Debug.Log(playerController.GetRawTrickControl().y); animator.SetFloat("CrouchValue", playerController.GetRawTrickControl().y * -1f); if (playerController.GetRawTrickControl().y > 0.5f) { stateManager.SwitchState(PlayerCrouchState.ID); } List <Trick> tricks = playerController.GetTricks(); if (tricks.Count != 0) { Trick latestTrick = tricks[tricks.Count - 1]; tricks.RemoveAt(tricks.Count - 1); if (!latestTrick.IsAirTrick) { if (!playerStats.DoingTrick) { latestTrick.DoExecute(stateManager.gameObject); ScoreManager.Instance.AddTrickToSequence(latestTrick); } // remove automatically added air tricks foreach (Trick trick in tricks) { if (trick.IsAirTrick) { tricks.Remove(trick); } } } } playerStats.Velocity = new Vector3(playerController.GetMovement().x, playerStats.Velocity.y, 1); //Debug.Log("Number of tricks in queue: " + playerController.GetTricks().Count); // check left - right movement // check ground trick input }