public void HandleInput(Inputs inputs) { if (!_wonCurrentLevel) { _currentState.HandleInput(inputs); } }
// Update is called once per frame private void FixedUpdate() { //The player's actions are controlled through two functions. //State update is what actually happens each frame during the state. currentState.StateUpdate(); // currentState.HandleInput(); }
private void Update() { state.HandleInput(this, input); if (attackState != null) { attackState.HandleInput(this, input); } }
private void Update() { m_PlayerState.HandleBehaviour(); m_PlayerState.HandleInput(); m_PlayerState.HandlePhysics(); if (m_Input.m_SwitchButtonDown && m_CanChangeCharacter) { if (m_PlayerData.m_ActiveCharacter.Equals(ActiveCharacter.cobalt)) { m_PlayerData.m_ActiveCharacter = ActiveCharacter.crimson; } else { m_PlayerData.m_ActiveCharacter = ActiveCharacter.cobalt; } } switch (m_PlayerData.m_ActiveCharacter) { case ActiveCharacter.cobalt: m_Animator.SetLayerWeight(1, 0f); if (m_CobaltBehaviour.m_AllowShooting) { m_CobaltBehaviour.HandleShooting(m_PlayerPhysicsBehaviour.m_Rigidbody2D.transform, m_PlayerPhysicsBehaviour.m_Direction, m_Input.m_RangedAttackButton, m_CobaltData.m_ShootSpeed, m_CobaltBulletController); } m_Animator.SetFloat("cobaltShootState", m_CobaltBehaviour.m_ShootState); if (m_Input.m_UtillityButtonDown) { m_CobaltBulletController.SwitchPolar(); } break; case ActiveCharacter.crimson: m_Animator.SetLayerWeight(1, 1f); break; } if (m_Input.m_UtillityButtonDown && m_CanChangeColor) { if (m_PlayerData.m_ActiveColor.Equals(ActiveColor.normal)) { m_PlayerData.m_ActiveColor = ActiveColor.alt; } else { m_PlayerData.m_ActiveColor = ActiveColor.normal; } } m_Animator.SetFloat("activeColor", (float)m_PlayerData.m_ActiveColor); }
public void HandleInput(KeyboardState input) { IPlayerState newState = _state.HandleInput(this, input); if (newState != null && _state != newState) { if (_state != null) { _state.Exit(this); } _state = newState; _state.Enter(this); } }
public void HandleInput(Input input) { IPlayerState temp = _state.HandleInput(this, input); if (temp != _state) { _state.ExitState(this); _state = null; // delete old state (not sure if this works?) _state = temp; _state.EnterState(this); } if (input == Input.Idle) { _state.TimePass(1); Console.WriteLine("Time has passed by 1"); } if (input == Input.TimeFastForward) { _state.TimePass(10); Console.WriteLine("Time has passed by 10"); } }