// 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; }
//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); }
//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(); }
/*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(); }
// 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; }
// 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(); }
//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(); }