void OnPlayerStateChange(object _sender, PlayerState _old, PlayerState _new) { if (_new == PlayerState.DEAD) { StartCoroutine(RespawnCoroutine()); } }
private void OnPlayerStateChanged(object _sender, PlayerState _oldState, PlayerState _newState) { switch (_newState) { case PlayerState.WALKING: m_animator.SetBool("Walking", true); break; case PlayerState.JUMPING: m_animator.SetTrigger("Jump"); break; case PlayerState.DEAD: m_animator.SetTrigger("Die"); break; default: m_animator.SetBool("Walking", false); break; } if (_newState == PlayerState.IDLE && _oldState == PlayerState.DEAD) { m_animator.SetTrigger("Resurect"); } }