public void Execute(Player player) { // Put all key checks into State functions - this gets run every frame the state is active - no need for switch if (Input.GetKeyDown(KeyCode.S)) { // Transition to Ducking Ducking duck = new Ducking(); duck.Enter(player); } if (Input.GetKeyDown(KeyCode.W)) { // Transition to Ducking Sprinting sprint = new Sprinting(); sprint.Enter(player); } if (Input.GetKeyDown(KeyCode.Space)) { Jumping jump = new Jumping(); jump.Enter(player); } }
public override void Up() { CurrentState.ExitState(); CurrentState = new Jumping(Mario); CurrentState.Enter(this); }