void Update() { if (state == State.IsNotIdle && Time.time - time > Delay) { if (!stanceManager.IsAnimating) { stanceManager.Idle(); state = State.WillBeIdle; } } }
/// <summary> /// SetIdle sets the player character's mesh into the idle position. /// </summary> public void SetIdle() { stanceManager.Idle(Vector3.zero, Vector3.forward); SetCharacter(); }