public void Update() { if (CurrentState != _state) { PreviousState = CurrentState; } CurrentState = _state; }
public void SetState(IState state) { if (state is State_Attacking) { _state = State_enum.State_Attacking; } if (state is State_Died) { _state = State_enum.State_Dead; } if (state is State_Falling) { _state = State_enum.State_Falling; } if (state is State_Hit) { _state = State_enum.State_Hit; } if (state is State_Jumped) { _state = State_enum.State_Jumped; } if (state is State_Jumping) { _state = State_enum.State_Jumping; } if (state is State_Landing) { _state = State_enum.State_Landing; } if (state is State_Running) { _state = State_enum.State_Running; } if (state is State_RunningAndJumping) { _state = State_enum.State_RunJumping; } if (state is State_Spawning) { _state = State_enum.State_Spawning; } if (state is State_Standing) { _state = State_enum.State_Standing; } State = state; }
public void Awake() { Playerone = GetComponent <PlayerOne>(); animationcontroller_ = GetComponent <IAnimationController>(); combocontroller = GameObject.Find("HitBoxes").GetComponent <ComboController>(); State_Spawning = new State_Spawning(this); State_Running = new State_Running(this); State_Standing = new State_Standing(this); State_Hit = new State_Hit(this); State_Falling = new State_Falling(this); State_Landing = new State_Landing(this); State_Dead = new State_Died(this); State_Jumping = new State_Jumping(this); State_RunJumping = new State_RunningAndJumping(this); State_Attacking = new State_Attacking(this); State_Jumped = new State_Jumped(this); State = State_Spawning; _state = State_enum.State_Spawning; CurrentState = _state; }