protected virtual void ActionHandler() { if (InputSignal.Roll || _rigidbody.velocity.magnitude > 8f) { _animator.SetTrigger(ProjectConstant.AnimatorParameter.ROLL); } else { _animator.ResetTrigger(ProjectConstant.AnimatorParameter.ROLL); } if (InputSignal.Jump) { _animator.SetTrigger(ProjectConstant.AnimatorParameter.JUMP); _machine.TranslateTo(_airState); } if (InputSignal.Attack && _machine.GetCurrentState() != _airState) { GameObject enemy; if ((enemy = CheckHasEnemyOnFace()) != null && enemy.GetComponent <IEnemyActorManager>().BackStabEnable()) { _animator.SetTrigger(ProjectConstant.AnimatorParameter.BACK_STAB); } else { _animator.SetTrigger(ProjectConstant.AnimatorParameter.ATTACK); } } if (InputSignal.Defense && _machine.GetCurrentState() == _attackState) { _animator.SetTrigger(ProjectConstant.AnimatorParameter.DEFENSE); } }