// Run the player state according to the given argument void runState(states stateName) { // Scroll through all of the player states, and run the functions corresponding to the given state name switch (stateName) { // The default player state case states.DEFAULT: playerFunctions.playerMovement(Input.GetAxis(playerStats.axisHorizontal), 0f, playerStats.movementSpeed); playerFunctions.allignToSurface(.25f); playerFunctions.playerDash(Input.GetAxis(playerStats.axisHorizontal), 0f, Input.GetAxis(playerStats.buttonDash), playerStats.dashForce, playerStats.dashDampening, playerStats.worldTransform); playerFunctions.setInvulnerability(playerStats.playerMaterial, playerStats.invulnerabilityMaterial, false); if (playerFunctions.obstacleHitCheck()) { playerState = states.HIT; } break; case states.HIT: playerFunctions.playerMovement(0f, -.5f, playerStats.movementSpeed); playerFunctions.allignToSurface(.25f); playerFunctions.setInvulnerability(playerStats.playerMaterial, playerStats.invulnerabilityMaterial, true); if (playerFunctions.checkPositionTrigger(-6.5f)) { playerState = states.DEFAULT; } break; } }
// Run the player state according to the given argument void runState(states stateName) { // Scroll through all of the player states, and run the functions corresponding to the given state name switch (stateName) { // The default player state case states.DEFAULT: // Run the player movement function playerFunctions.playerMovement(playerStats.inputAxisHorizontal, playerStats.inputAxisVertical, playerStats.movementSpeed); // Run the player item pickup function playerFunctions.playerItemPickup(playerStats.inputButtonItemPickup, playerStats.isHolding); // Run the player item drop function playerFunctions.playerItemDrop(playerStats.inputButtonItemDrop, playerStats.isHolding); break; } }