public override void InitNextState(PlayerInformation info) { base.InitNextState(info); playerInfo.animator.SetBool("Key", false); playerInfo.speed = 0f; nowStateIndex = 0; //playerInfo.swordCollision.SetAttackForce (attackInfo.ForceZ[nowStateIndex], attackInfo.ForceY[nowStateIndex]); playerInfo.animator.CrossFade(attackInfo.stateName[nowStateIndex], 0.1f); }
public override void InitNextState(PlayerInformation info) { base.InitNextState(info); if (isGround) { playerInfo.animator.CrossFade("Idle", 0.2f); } playerInfo.speed = RUN_SPEED; playerInfo.gameManager.signalCounter = 0; playerInfo.SetSwordActive(1); }
public void Prepare(GameManager gm, PlayerCamera ca, CharacterData data) { inputManager = gm.GetComponent <InputManager> (); WeaponObject[] swordOjects = new WeaponObject[2]; swordOjects = GetComponentsInChildren <WeaponObject> (); playerInfo = new PlayerInformation(data, gm, ca, GetComponent <Animator> (), swordOjects, transform); nowState = new MoveState(); nowState.InitNextState(playerInfo); playerInfo.SetSwordActive(1); playerInfo.SetCameraTargetPosition(transform); }
public virtual void InitNextState(PlayerInformation info) { nextState = this; playerInfo = info; }
public override void InitNextState(PlayerInformation info) { base.InitNextState(info); playerInfo.speed = 0f; damageTime = Time.time; }
public override void InitNextState(PlayerInformation info) { base.InitNextState(info); playerInfo.animator.CrossFade("Jump_dush", 0.1f); }
public override void InitNextState(PlayerInformation info) { base.InitNextState(info); playerInfo.animator.CrossFade("Guard_Pose", 0.01f); }