public void Update() { if (_currentState != null) { _currentState.UpdateState(_owner); } }
private void Update() { // Checking for Attack Input if (Input.GetMouseButtonDown(0) && !attacking) { MeleeAttack(); } if (Input.GetMouseButtonDown(1)) { if (!startingThrow) { //TryRangeAttack(); anim.SetBool("ThrowStart", true); startingThrow = true; pState.canMove = false; } } if (Input.GetKeyDown(KeyCode.Space) && !anim.GetBool("Ultimate")) { if (ultimateTimer <= 0f) { anim.SetBool("Ultimate", true); pState.canMove = false; } } // Updating the GUI UpdatePlayerGUIElements(); // Getting Attack Input if (checkingForNextAttack) { if (Input.GetMouseButtonDown(0)) { Debug.Log("Next Attack Successful"); attackSuccessful = true; } } // Updating the Player Sprite if (pState.StateClear()) { UpdatePlayerSprite(); } // Updating the Attacking Timer UpdateAttackTimers(); // Updating the Player State pState.UpdateState(); // Updating ultimate timer if (ultimateTimer > 0f) { ultimateTimer -= Time.deltaTime; } // Updating attacking if (swinging) { TryMeleeAttack(); } }