private void CreateStates() { IdleState = new PlayerIdleState(this, StateMachine, playerData, "idle"); RunState = new PlayerRunState(this, StateMachine, playerData, "run"); JumpState = new PlayerJumpState(this, StateMachine, playerData, "jump"); FallState = new PlayerFallState(this, StateMachine, playerData, "fall"); LandState = new PlayerLandState(this, StateMachine, playerData, "land"); }
public void Start() { _playerInput = GetComponent <PlayerInput>(); _damageComponent = GetComponent <DamageComponent>(); /* Instantiated this way to allow more precise * control over movement via polling. */ moveAction = _playerInput.actions["move"]; maxSpeed = maxWalkingSpeed; walkingState = new PlayerWalkingState(this); boostState = new PlayerBoostState(this); fallState = new PlayerFallState(this); idleState = new PlayerIdleState(this); currentState = walkingState; }