/************************************************************************************************************************/ public override bool CanExitState(CreatureState nextState) { // Use the End Event time to determine when this state is alowed to exit. // We cannot simply have this method return false and set the End Event to call Creature.CheckMotionState // because it uses TrySetState (instead of ForceSetState) which would be prevented by returning false here. // And we cannot have this method return true because that would allow other actions like jumping in the // middle of an attack. return(_Attack.State.NormalizedTime >= _Attack.State.Events.NormalizedEndTime); }
/************************************************************************************************************************/ public override bool CanExitState(CreatureState nextState) { return(false); }
/************************************************************************************************************************/ public override bool CanEnterState(CreatureState previousState) { return(Creature.IsGrounded); }
/************************************************************************************************************************/ public override bool CanExitState(CreatureState nextState) => false;
/************************************************************************************************************************/ public override bool CanEnterState(CreatureState previousState) { return(Creature.CharacterController.isGrounded); }
/************************************************************************************************************************/ public override bool CanEnterState(CreatureState previousState) => Creature.IsGrounded;