EnableSlopeLimit() public method

public EnableSlopeLimit ( ) : void
return void
示例#1
0
        // Below are the state functions. Each one is called based on the name of the state, so when currentState = Idle,
        // we call Idle_EnterState. If currentState = Jump, we call Jump_SuperUpdate().

        private void Idle_EnterState()
        {
            superCharacterController.EnableSlopeLimit();
            superCharacterController.EnableClamping();
            canJump       = true;
            doublejumped  = false;
            canDoubleJump = false;
        }
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state
     * }*/

    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()
    void Idle_EnterState()
    {
        controller.EnableSlopeLimit();
        controller.EnableClamping();

        jumpCount = 0;
    }
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state
     *  }*/
    #endregion

    #region Character states functions
    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()
    void Idle_EnterState()
    {
        controller.EnableSlopeLimit();
        controller.EnableClamping();
        isDashJump   = false;
        airMoveCount = 0;
    }
示例#4
0
 //Below are the state functions. Each one is called based on the name of the state, so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call Jump_SuperUpdate()
 private void Idle_EnterState()
 {
     superCharacterController.EnableSlopeLimit();
     superCharacterController.EnableClamping();
     canJump = true;
     animator.SetInteger("Jumping", 0);
     animator.SetBool("Moving", false);
 }
示例#5
0
 //Below are the state functions. Each one is called based on the name of the state, so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call Jump_SuperUpdate()
 void Idle_EnterState()
 {
     superCharacterController.EnableSlopeLimit();
     superCharacterController.EnableClamping();
     canJump       = true;
     doublejumped  = false;
     canDoubleJump = false;
     animator.SetInteger("Jumping", 0);
 }
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state
     *  }*/

    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()
    void Idle_EnterState()
    {
        anim.SetBool("Jump", false);
        controller.EnableSlopeLimit();
        controller.EnableClamping();
    }
示例#7
0
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state.
     * }*/

    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate().
    private void Idle_EnterState()
    {
        controller.EnableSlopeLimit();
        controller.EnableClamping();
    }
示例#8
0
        // Below are the state functions. Each one is called based on the name of the state, so when currentState = Idle,
        // we call Idle_EnterState. If currentState = Jump, we call Jump_SuperUpdate().

        private void Idle_EnterState()
        {
            superCharacterController.EnableSlopeLimit();
            superCharacterController.EnableClamping();
            canJump = true;
        }
示例#9
0
    // Below are the three state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()

    /// <summary>
    /// Idle
    /// </summary>

    void Idle_EnterState()
    {
        controller.EnableSlopeLimit();
        controller.EnableClamping();
        doubleJump = false;
    }
    /*void Update () {
     * Update is normally run once on every frame update. We won't be using it
     * in this case, since the SuperCharacterController component sends a callback Update
     * called SuperUpdate. SuperUpdate is recieved by the SuperStateMachine, and then fires
     * further callbacks depending on the state
     * }*/

    // Below are state functions. Each one is called based on the name of the state,
    // so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call
    // Jump_SuperUpdate()

    void Idle_EnterState()
    {
        timeInCurrentState = 0;
        controller.EnableSlopeLimit();
        controller.DisableClamping();
    }
示例#11
0
 //Below are the state functions. Each one is called based on the name of the state, so when currentState = Idle, we call Idle_EnterState. If currentState = Jump, we call Jump_SuperUpdate()
 void Idle_EnterState()
 {
     superCharacterController.EnableSlopeLimit();
     superCharacterController.EnableClamping();
 }