public override void FixedUpdate() { MovementState curGS = ((MovementState)_fsm.CurrentState); if (curGS != null) { curGS.FixedUpdate(); } }
// Update is called once per frame void FixedUpdate() { if (!ready) { return; } //DontGoThroughThings(player_collider, player_rb); //DontGoThroughThings(left_toe_collider, player_rb, delegate { right_foot_caught = true;}); //DontGoThroughThings(right_toe_collider, player_rb, delegate { left_foot_caught = true; }); InputTransform inp = new InputTransform(); move_state.Move(inp, transform); anim.SetFloat(animation_speed_id, (float)move_state.anim_speed); anim.SetFloat(animation_direction_id, (float)move_state.anim_direction); anim.speed = (float)move_state.anim_speed; player_rb.useGravity = true; if (Input.GetButtonDown(jump_button) && move_state.is_grounded) { move_state = new JumpingMovementState(this); //GetComponent<Rigidbody>().AddForce(Vector3.up * 1.0f); right_foot_caught = false; left_foot_caught = false; } else if (right_foot_caught || left_foot_caught) { move_state.FootGrounded(); } else { move_state.FootUngrounded(); } move_state.FixedUpdate(); velocity = transform.TransformDirection(velocity); //Debug.Log($"velocity: {velocity}"); player_rb.velocity = new Vector3(velocity.x, player_rb.velocity.y, velocity.z); //Debug.Log($"pos: {transform.localPosition}"); Debug.Log(move_state.GetType().ToString()); }