Exemplo n.º 1
0
 /// <summary>
 /// Updates the block's animator.
 /// </summary>
 protected virtual void UpdateAnimator()
 {
     if (_animator != null)
     {
         MMAnimator.UpdateAnimatorBool(_animator, "Shaking", _shaking);
     }
 }
        /// <summary>
        /// Override this to send parameters to the character's animator. This is called once per cycle, by the Character
        /// class, after Early, normal and Late process().
        /// </summary>
        public override void UpdateAnimator()
        {
            if (CurrentWeapon == null)
            {
                return;
            }

            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.IdleAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.StartAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.DelayBeforeUseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.UseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.SingleUseAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.DelayBetweenUsesAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.StopAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadStartAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.ReloadStopAnimationParameter, (CurrentWeapon.WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.EquippedAnimationParameter, true, _character._animatorParameters);

            if (_aimableWeapon != null)
            {
                MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _character._animatorParameters);
                MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _character._animatorParameters);
            }
            else
            {
                MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleAnimationParameter, 0f, _character._animatorParameters);
                MMAnimator.UpdateAnimatorFloat(_animator, CurrentWeapon.WeaponAngleRelativeAnimationParameter, 0f, _character._animatorParameters);
            }
        }
Exemplo n.º 3
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        /// <summary>
        /// This coroutine handles the climb sequence
        /// </summary>
        /// <returns></returns>
        protected virtual IEnumerator Climb()
        {
            // we start to climb
            _movement.ChangeState(CharacterStates.MovementStates.LedgeClimbing);
            MMAnimator.UpdateAnimatorBool(_animator, "LedgeClimbing", true, _character._animatorParameters);
            // we prevent all other input
            _inputManager.InputDetectionActive = false;

            // we wait until the climb animation is complete
            yield return(_climbingAnimationDelay);

            // we restore input and go to idle
            _inputManager.InputDetectionActive = true;
            MMAnimator.UpdateAnimatorBool(_animator, "LedgeClimbing", false, _character._animatorParameters);
            MMAnimator.UpdateAnimatorBool(_animator, "Idle", true, _character._animatorParameters);
            _animator.Play(IdleAnimationName);

            // we teleport our character to its new position (this offset is specified on the Ledge object)
            this.transform.position = _ledge.transform.position + _ledge.ClimbOffset;

            // we go back to idle and detach from the ledge
            _movement.ChangeState(CharacterStates.MovementStates.Idle);
            _controller.GravityActive(true);
            DetachFromLedge();
        }
 public override void UpdateAnimator()
 {
     if (GetComponent <InputManager>() != null)
     {
         MMAnimator.UpdateAnimatorFloat(_animator, "Speed", Mathf.Abs(_normalizedHorizontalSpeed), _character._animatorParameters);
         MMAnimator.UpdateAnimatorBool(_animator, "Walking", (_movement.CurrentState == CharacterStates.MovementStates.Walking),
                                       _character._animatorParameters);
     }
 }
Exemplo n.º 5
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        /// <summary>
        /// Override this to send parameters to the character's animator. This is called once per cycle, by the Character
        /// class, after Early, normal and Late process().
        /// </summary>
        public virtual void UpdateAnimator()
        {
            for (int i = 0; i < Animators.Count; i++)
            {
                MMAnimator.UpdateAnimatorBool(Animators[i], IdleAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], StartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], DelayBeforeUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], UseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], SingleUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], DelayBetweenUsesAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], StopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], ReloadStartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], ReloadAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _animatorParameters[i]);
                MMAnimator.UpdateAnimatorBool(Animators[i], ReloadStopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _animatorParameters[i]);

                if (_aimableWeapon != null)
                {
                    MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _animatorParameters[i]);
                    MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _animatorParameters[i]);
                }
                else
                {
                    MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleAnimationParameter, 0f, _animatorParameters[i]);
                    MMAnimator.UpdateAnimatorFloat(Animators[i], WeaponAngleRelativeAnimationParameter, 0f, _animatorParameters[i]);
                }
            }

            if (_ownerAnimator != null)
            {
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, IdleAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponIdle), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, StartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStart), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, DelayBeforeUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, UseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBeforeUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse || WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, SingleUseAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponUse), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, DelayBetweenUsesAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponDelayBetweenUses), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, StopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponStop), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadStartAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStart), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReload), _ownerAnimatorParameters);
                MMAnimator.UpdateAnimatorBool(_ownerAnimator, ReloadStopAnimationParameter, (WeaponState.CurrentState == Weapon.WeaponStates.WeaponReloadStop), _ownerAnimatorParameters);

                if (_aimableWeapon != null)
                {
                    MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleAnimationParameter, _aimableWeapon.CurrentAngle, _ownerAnimatorParameters);
                    MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleRelativeAnimationParameter, _aimableWeapon.CurrentAngleRelative, _ownerAnimatorParameters);
                }
                else
                {
                    MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleAnimationParameter, 0f, _ownerAnimatorParameters);
                    MMAnimator.UpdateAnimatorFloat(_ownerAnimator, WeaponAngleRelativeAnimationParameter, 0f, _ownerAnimatorParameters);
                }
            }
        }
Exemplo n.º 6
0
 /// <summary>
 /// This is called at Update() and sets each of the animators parameters to their corresponding State values
 /// </summary>
 protected virtual void UpdateAnimators()
 {
     if (_animator != null)
     {
         MMAnimator.UpdateAnimatorBool(_animator, "Grounded", true, _animatorParameters);
         MMAnimator.UpdateAnimatorFloat(_animator, "ForwardSpeed", _currentSpeed, _animatorParameters);
         MMAnimator.UpdateAnimatorFloat(_animator, "RotationSpeed", _currentRotationSpeed, _animatorParameters);
         MMAnimator.UpdateAnimatorBool(_animator, "Goal", Goal, _animatorParameters);
         MMAnimator.UpdateAnimatorBool(_animator, "GoalInProgress", GoalInProgress, _animatorParameters);
         MMAnimator.UpdateAnimatorBool(_animator, "RobotDance", RobotDance, _animatorParameters);
         MMAnimator.UpdateAnimatorBool(_animator, "Dead", Dead, _animatorParameters);
     }
 }
Exemplo n.º 7
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 /// <summary>
 /// Initialization
 /// </summary>
 protected virtual void Initialization()
 {
     // we get the animator
     _animator         = GetComponent <Animator>();
     _numberOfHitsLeft = NumberOfAllowedHits;
     if (_numberOfHitsLeft > 0)
     {
         MMAnimator.UpdateAnimatorBool(_animator, "Off", false);
     }
     else
     {
         MMAnimator.UpdateAnimatorBool(_animator, "Off", true);
     }
 }
        /// <summary>
        /// Changes the character's current weapon to the one passed as a parameter
        /// </summary>
        /// <param name="newWeapon">The new weapon.</param>
        public virtual void ChangeWeapon(Weapon newWeapon, string weaponID, bool combo = false)
        {
            // if the character already has a weapon, we make it stop shooting
            if (CurrentWeapon != null)
            {
                if (!combo)
                {
                    ShootStop();
                    MMAnimator.UpdateAnimatorBool(_animator, CurrentWeapon.EquippedAnimationParameter, false, _character._animatorParameters);
                    Destroy(CurrentWeapon.gameObject);
                }
            }

            if (newWeapon != null)
            {
                if (!combo)
                {
                    CurrentWeapon = (Weapon)Instantiate(newWeapon, WeaponAttachment.transform.position + newWeapon.WeaponAttachmentOffset, WeaponAttachment.transform.rotation);
                }
                CurrentWeapon.transform.parent = WeaponAttachment.transform;
                CurrentWeapon.SetOwner(_character, this);
                CurrentWeapon.WeaponID = weaponID;
                _aimableWeapon         = CurrentWeapon.GetComponent <WeaponAim> ();
                // we handle (optional) inverse kinematics (IK)
                if (_weaponIK != null)
                {
                    _weaponIK.SetHandles(CurrentWeapon.LeftHandHandle, CurrentWeapon.RightHandHandle);
                }
                // we turn off the gun's emitters.
                CurrentWeapon.Initialization();
                CurrentWeapon.InitializeComboWeapons();
                CurrentWeapon.InitializeAnimatorParameters();
                InitializeAnimatorParameters();
                if ((_character != null) && !combo)
                {
                    if (!_character.IsFacingRight)
                    {
                        if (CurrentWeapon != null)
                        {
                            CurrentWeapon.FlipWeapon();
                            CurrentWeapon.FlipWeaponModel();
                        }
                    }
                }
            }
            else
            {
                CurrentWeapon = null;
            }
        }
Exemplo n.º 9
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        /// <summary>
        /// Triggered when a CorgiController touches the platform
        /// </summary>
        /// <param name="controller">The corgi controller that collides with the platform.</param>
        public virtual void OnTriggerEnter2D(Collider2D collider)
        {
            CorgiController controller = collider.GetComponent <CorgiController>();

            if (controller == null)
            {
                return;
            }

            // if the block has spent all its hits, we do nothing
            if (_numberOfHitsLeft == 0)
            {
                return;
            }

            if (collider.transform.position.y < transform.position.y)
            {
                // if the collider's y position is less than the block's y position, we're hitting it from below, we trigger the event
                _hit = true;
                _numberOfHitsLeft--;

                GameObject spawned = (GameObject)Instantiate(SpawnedObject);
                spawned.transform.position = transform.position;
                spawned.transform.rotation = Quaternion.identity;
                if (AnimateSpawn)
                {
                    StartCoroutine(MMMovement.MoveFromTo(spawned, transform.position, new Vector2(transform.position.x + SpawnDestination.x, transform.position.y + GetComponent <BoxCollider2D>().size.y + SpawnDestination.y), SpawnSpeed, 0.05f));
                }
                else
                {
                    spawned.transform.position = transform.position + SpawnDestination;
                }
            }

            if (_numberOfHitsLeft == 0)
            {
                MMAnimator.UpdateAnimatorBool(_animator, "Off", true);
            }
        }
Exemplo n.º 10
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        /// <summary>
        /// This is called at Update() and sets each of the animators parameters to their corresponding State values
        /// </summary>
        protected virtual void UpdateAnimators()
        {
            if ((UseDefaultMecanim) && (_animator != null))
            {
                MMAnimator.UpdateAnimatorBool(_animator, "Grounded", _controller.State.IsGrounded, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "Alive", (ConditionState.CurrentState != CharacterStates.CharacterConditions.Dead), _animatorParameters);
                MMAnimator.UpdateAnimatorFloat(_animator, "xSpeed", _controller.Speed.x, _animatorParameters);
                MMAnimator.UpdateAnimatorFloat(_animator, "ySpeed", _controller.Speed.y, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "CollidingLeft", _controller.State.IsCollidingLeft, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "CollidingRight", _controller.State.IsCollidingRight, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "CollidingBelow", _controller.State.IsCollidingBelow, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "CollidingAbove", _controller.State.IsCollidingAbove, _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "Idle", (MovementState.CurrentState == CharacterStates.MovementStates.Idle), _animatorParameters);
                MMAnimator.UpdateAnimatorBool(_animator, "FacingRight", IsFacingRight, _animatorParameters);

                foreach (CharacterAbility ability in _characterAbilities)
                {
                    if (ability.enabled && ability.AbilityInitialized)
                    {
                        ability.UpdateAnimator();
                    }
                }
            }
        }
Exemplo n.º 11
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 /// <summary>
 /// Sends the current speed and the current value of the Walking state to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorFloat(_animator, "Speed", Mathf.Abs(_normalizedHorizontalSpeed), _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "Walking", (_movement.CurrentState == CharacterStates.MovementStates.Walking), _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "AimLocked", (_inputManager.AimLockButton.State.CurrentState == MMInput.ButtonStates.ButtonPressed), _character._animatorParameters);
 }
Exemplo n.º 12
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 /// <summary>
 /// Updates the animator.
 /// </summary>
 protected virtual void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Hit", _hit);
 }
Exemplo n.º 13
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 /// <summary>
 /// At the end of each cycle, we send our current LookingUp status to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "LedgeHanging", (_movement.CurrentState == CharacterStates.MovementStates.LedgeHanging), _character._animatorParameters);
 }
Exemplo n.º 14
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 /// <summary>
 /// At the end of each cycle, we send our character's animator the current flying status
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Flying", (_movement.CurrentState == CharacterStates.MovementStates.Flying), _character._animatorParameters);
     MMAnimator.UpdateAnimatorFloat(_animator, "FlySpeed", Mathf.Abs(_controller.Speed.magnitude), _character._animatorParameters);
 }
Exemplo n.º 15
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 /// <summary>
 /// At the end of the ability's cycle, we send our current crouching and crawling states to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Crouching", (_movement.CurrentState == CharacterStates.MovementStates.Crouching), _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "Crawling", (_movement.CurrentState == CharacterStates.MovementStates.Crawling), _character._animatorParameters);
 }
Exemplo n.º 16
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 /// <summary>
 /// At the end of each cycle, we send our Running status to the character's animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Swimming", (_swimDurationLeft > 0f), _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "SwimmingIdle", (_movement.CurrentState == CharacterStates.MovementStates.SwimmingIdle), _character._animatorParameters);
 }
Exemplo n.º 17
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 /// <summary>
 /// At the end of the ability's cycle, we send our current crouching and crawling states to the animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Activating", _activating, _character._animatorParameters);
 }
Exemplo n.º 18
0
 /// <summary>
 /// At the end of each cycle, we send our character's animator the current following status
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "FollowingPath", (_movement.CurrentState == CharacterStates.MovementStates.FollowingPath), _character._animatorParameters);
     MMAnimator.UpdateAnimatorFloat(_animator, "FollowingPathSpeed", Mathf.Abs(_mmPathMovement.CurrentSpeed.magnitude), _character._animatorParameters);
 }
Exemplo n.º 19
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 /// <summary>
 /// At the end of each cycle, sends Jumping states to the Character's animator
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "Jumping", (_movement.CurrentState == CharacterStates.MovementStates.Jumping), _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "DoubleJumping", _doubleJumping, _character._animatorParameters);
     MMAnimator.UpdateAnimatorBool(_animator, "HitTheGround", _controller.State.JustGotGrounded, _character._animatorParameters);
 }
Exemplo n.º 20
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 /// <summary>
 /// At the end of each cycle, we update our animator with our various states
 /// </summary>
 public override void UpdateAnimator()
 {
     MMAnimator.UpdateAnimatorBool(_animator, "LadderClimbing", (_movement.CurrentState == CharacterStates.MovementStates.LadderClimbing), _character._animatorParameters);
     MMAnimator.UpdateAnimatorFloat(_animator, "LadderClimbingSpeedX", CurrentLadderClimbingSpeed.x, _character._animatorParameters);
     MMAnimator.UpdateAnimatorFloat(_animator, "LadderClimbingSpeedY", CurrentLadderClimbingSpeed.y, _character._animatorParameters);
 }