public override void EnterState() { Demage = 0; Debug.Log($"{PlayerController.Name} in HitState"); PlayerController.Hit(Value, Direction); CharacterStateSetter.SetIdleState(); }
public override void Update() { if (PlayerController.especialAtackTriggered == false) { CharacterStateSetter.CheckIdleState(); CharacterStateSetter.CheckWalkCommand(); } }
public override void Update() { if (PlayerController.Grounded) { CharacterStateSetter.CheckIdleState(); } CharacterStateSetter.CheckWalkCommand(); }
public override void Update() { if (Time.time >= NextStateTime) { CharacterStateSetter.CheckIdleState(); CharacterStateSetter.CheckWalkCommand(); } }
public override void Update() { CharacterStateSetter.CheckIdleState(); CharacterStateSetter.CheckJumpCommand(); CharacterStateSetter.CheckPunchCommand(); CharacterStateSetter.CheckKickCommand(); CharacterStateSetter.CheckBlockCommand(); CharacterStateSetter.CheckEspecialAtackCommand(); PlayerController.Walk(); }
public override void Update() { if (PlayerController.CharacterInput.Enabled) { CharacterStateSetter.CheckWalkCommand(); CharacterStateSetter.CheckJumpCommand(); CharacterStateSetter.CheckPunchCommand(); CharacterStateSetter.CheckKickCommand(); CharacterStateSetter.CheckBlockCommand(); CharacterStateSetter.CheckEspecialAtackCommand(); } PlayerController.Idle(); }
public override void Update() { if (!PlayerController.CharacterInput.GetBlockCommand()) { CharacterStateSetter.CheckIdleState(); CharacterStateSetter.CheckWalkCommand(); CharacterStateSetter.CheckJumpCommand(); CharacterStateSetter.CheckPunchCommand(); CharacterStateSetter.CheckKickCommand(); CharacterStateSetter.CheckEspecialAtackCommand(); } PlayerController.Block(); }
protected CharacterState(Character controller) { PlayerController = controller; CharacterStateSetter = new CharacterStateSetter(PlayerController); }