private void OnTriggerExit2D(Collider2D col) { if (!col.CompareTag("Ground")) { _state = TouchingState.Luft; } Debug.Log("Wieder in der luft"); }
private void OnTriggerEnter2D(Collider2D col) { if (col.CompareTag("LW")) { _state = TouchingState.Links; Debug.Log("Links berührt"); } if (col.CompareTag("RW")) { _state = TouchingState.Rechts; Debug.Log("Rechts berührt"); } if (col.CompareTag("Ground")) { myRb.velocity = new Vector2(0, pushY); Debug.Log("U DED"); } }
public void SwitchState(HandGesture inputType) { BaseInputState state = null; switch (inputType) { case HandGesture.Touching: state = new TouchingState(m_InputTouch); break; case HandGesture.Click: state = new ClickState(m_InputTouch); break; case HandGesture.Holding: state = new HoldingState(m_InputTouch); break; case HandGesture.Drag: state = new DragState(m_InputTouch); break; case HandGesture.Slip: state = new SlipState(m_InputTouch); break; case HandGesture.Realease: state = new ReleaseState(m_InputTouch); break; default: state = new NoneInput(m_InputTouch); break; } if (state != null) { Switch(state); } else { Debug.Log("InputStateFSM.SwitchState " + inputType + "is None"); } }