public override CharacterState UpdataState(Character character, InputOrder input) { CharacterState tempState = this; if (!character.OnGround()) { tempState = new JumpState(); } else { switch (input) { case InputOrder.stand: tempState = new IdleState(); break; case InputOrder.jump: character.DoJump(); tempState = new JumpState(); break; case InputOrder.squat: tempState = new SquatState(); break; } } return(tempState); }
public override CharacterState UpdataState(Character character, InputOrder input) { CharacterState tempState = this; if (character.OnGround()) { //Debug.Log("On Ground Now."); switch (input) { case InputOrder.stand: tempState = new IdleState(); break; case InputOrder.walk: tempState = new WalkState(); break; case InputOrder.squat: tempState = new SquatState(); break; default: tempState = new IdleState(); break; } } return(tempState); }
private SquatState() { if (_instance != null) { return; } _instance = this; }
public override CharacterState UpdataState(Character character, InputOrder input) { CharacterState tempState = this; switch (input) { case InputOrder.jump: character.DoJump(); tempState = new JumpState(); break; case InputOrder.walk: tempState = new WalkState(); break; case InputOrder.squat: tempState = new SquatState(); break; } return(tempState); }