public override void OnEnter(CharacterStateMachine csm) { //base.OnEnter (csm); csm.AnimationControl.ForwardSpeed = 0; csm.AnimationControl.SideSpeed = 0; csm.Motor.ResetMoveVector (); }
public override void Update(CharacterStateMachine csm, float deltaTime) { csm.Motor.ResetMoveVector (); if (!csm.AnimationControl.IsInAction ()) { csm.RevertToPreviousState (); } }
public override void Update(CharacterStateMachine csm, float deltaTime) { if (csm.Motor.IsOnGround && csm.AnimationControl.IsJumping ()) { csm.AnimationControl.Land (); csm.SetState (CharacterState.IDLE); } }
public override void OnEnter(CharacterStateMachine csm) { csm.AnimationControl.ForwardSpeed = 0; csm.AnimationControl.SideSpeed = 0; csm.Motor.ResetMoveVector (); csm.AnimationControl.Action (); csm.Invoke ("PlayActionSound", 0f); }
public override void OnEnter(CharacterStateMachine csm) { //base.OnEnter (csm); if (csm.ModelObject != null) { ModelAudioData audioData = ModelAudioData.GetModelAudioData (csm.ModelObject); if (audioData.MovingClip != null) { csm.InvokeRepeating ("PlayMoveSound", 0f, audioData.MovingClip.length); } } }
public override void Update(CharacterStateMachine csm, float deltaTime) { csm.Motor.ResetMoveVector (); if (csm.MotionVector.x > 0) { csm.Motor.MoveRight (csm.MotionVector.x); } else { csm.Motor.MoveLeft (-csm.MotionVector.x); } if (csm.MotionVector.y > 0) { csm.Motor.MoveForward (csm.MotionVector.y); } else { csm.Motor.MoveBack (-csm.MotionVector.y); } }
public override void Update(CharacterStateMachine csm, float deltaTime) { //base.Update (csm, deltaTime); csm.Motor.ResetMoveVector (); if (csm.MotionVector.y > 0) { if (csm.MotionVector.x > 0) { csm.Motor.MoveRight (csm.MotionVector.x); } else { csm.Motor.MoveLeft (-csm.MotionVector.x); } csm.Motor.MoveForward (csm.MotionVector.y); } else { csm.Motor.MoveBack (-csm.MotionVector.y); } csm.AnimationControl.ForwardSpeed = csm.MotionVector.y; csm.AnimationControl.SideSpeed = csm.MotionVector.x; }
public override void OnExit(CharacterStateMachine csm) { csm.Motor.GravityAffect = true; }
public override void OnEnter(CharacterStateMachine csm) { csm.Motor.GravityAffect = false; csm.AnimationControl.ForwardSpeed = 0; csm.Motor.ResetMoveVector (); }
public virtual void Update(CharacterStateMachine csm, float deltaTime = 0f) { if (deltaTime == 0f) { deltaTime = Time.deltaTime; } }
public virtual void OnExit(CharacterStateMachine csm) { }
public override void OnExit(CharacterStateMachine csm) { //base.OnExit (csm); csm.CancelInvoke ("PlayMoveSound"); }
public override void OnEnter(CharacterStateMachine csm) { csm.AnimationControl.Jump (); csm.Motor.Jump (); }