// public float Velocity => _velocity * Time.deltaTime; #endregion #region MonoBehaviour Functions void Start() { I = this; // _currentZone.EnterInitZone(); _aimDirection = forwardPointer.front; _currentState = PlayerState.Idle; _weaponEquiped = weapon.nude; _attacking = false; _forceCheck = false; _isDeath = false; CurrentHealth = _maxHealth; StartGame(); }
private void CheckStates() { if (_currentState != NewState || _forceCheck) { Debug.Log(_currentState); switch (NewState) { case PlayerState.Idle: _rb.velocity = new Vector2(0, 0); switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("walk", false); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("walk", false); _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withBone", false); _anim.SetBool("walk", false); _anim.SetBool("withPorra", true); break; } break; case PlayerState.Death: break; case PlayerState.WalkUp: _aimDirection = forwardPointer.back; switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("walk", true); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("walk", true); _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withBone", false); _anim.SetBool("walk", true); _anim.SetBool("withPorra", true); break; } break; case PlayerState.WalkDown: _aimDirection = forwardPointer.front; switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("walk", true); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("walk", true); _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withBone", true); _anim.SetBool("walk", true); _anim.SetBool("withPorra", true); break; } break; case PlayerState.WalkLeft: _aimDirection = forwardPointer.left; switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("walk", true); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("walk", true); _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withBone", false); _anim.SetBool("walk", true); _anim.SetBool("withPorra", true); break; } break; case PlayerState.WalkRight: _aimDirection = forwardPointer.right; switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("walk", true); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("walk", true); _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withBone", false); _anim.SetBool("walk", true); _anim.SetBool("withPorra", true); break; } break; case PlayerState.Attack: switch (_weaponEquiped) { case weapon.nude: _anim.SetBool("withPorra", false); _anim.SetBool("withBone", false); break; case weapon.bone: _anim.SetBool("withPorra", false); _anim.SetBool("withBone", true); break; case weapon.porra: _anim.SetBool("withPorra", true); _anim.SetBool("withBone", false); break; } _anim.SetTrigger("attack"); break; case PlayerState.damaged: /* _gotDamaged = true; * StartCoroutine(wait(0.8f)); * switch (_aimDirection) * { * case forwardPointer.back: * kick = new Vector2(0, 40); * break; * case forwardPointer.front: * kick = new Vector2(0, -40); * break; * case forwardPointer.right: * kick = new Vector2(40, 0); * * break; * case forwardPointer.left: * kick = new Vector2(-40, 0); * break; * } * _rb.AddForce(-kick*500); * _DieParticles */ break; } switch (_aimDirection) { case forwardPointer.back: _anim.SetFloat("Blend", 0.66f); break; case forwardPointer.front: _anim.SetFloat("Blend", 0f); break; case forwardPointer.right: _anim.SetFloat("Blend", 0.33f); break; case forwardPointer.left: _anim.SetFloat("Blend", 1f); break; } _currentState = NewState; _forceCheck = false; } }