public void Enter(PlayerStateManager stateManager) { stateManager.ChangeAnimation(stateManager.PLayerRunJump); stateManager.Rigidbody2D.velocity = new Vector2( stateManager.Rigidbody2D.velocity.x, stateManager.JumpVelocity); }
public void Enter(PlayerStateManager stateManager) { stateManager.ChangeAnimation(stateManager.PLayerDash); _currentDashTime = stateManager.DashTime; stateManager.Rigidbody2D.velocity = new Vector2( stateManager.transform.localScale.x * stateManager.DashSpeed, 0); }
public void Enter(PlayerStateManager stateManager) { stateManager.AttackParticle.Play(); stateManager.ChangeAnimation(stateManager.PLayerAttack); var detected = Physics2D.OverlapBoxAll( stateManager.AttackPoint.transform.position, new Vector2(stateManager.AttackRangeX, stateManager.AttackRangeY), 0, stateManager.EnemyHurtbox); foreach (var enemiesToDamage in detected) { enemiesToDamage.GetComponent <IDamageable>().TakeDamage(1); } _currentAttackTime = 0.45f; }
public void Enter(PlayerStateManager stateManager) { Time.timeScale = 1; stateManager.ChangeAnimation(stateManager.PLayerIdle); stateManager.Rigidbody2D.velocity = Vector2.zero; }
public void Enter(PlayerStateManager stateManager) { stateManager.ChangeAnimation(stateManager.PLayerFall); }