public override void OnStateEnter(StateChangeInfo info) { Parent.AnimationController.State = PlayerAnimationStates.Jump; AccumulatedSpeed = InitialJumpingSpeed; Parent.Physics.Speed -= new Vector2(0, InitialJumpingSpeed); Parent.Physics.Body.TileMapCollisionEvent += OnPlayerTilemapCollision; }
public override void OnStateEnter(StateChangeInfo info) { Parent.AnimationController.State = PlayerAnimationStates.Walljump; Parent.Physics.GravityScale = 0; animationTimer = 0; _accSpeed = Parent.Physics.Parameters.JumpSpeed; }
public override void OnStateEnter(StateChangeInfo info) { Parent.AnimationController.State = PlayerAnimationStates.Wallslide; Parent.Physics.Body.GravityScale = 0; Parent.IsLeft = !Parent.IsLeft; Parent.Physics.Speed = new Vector2(Parent.Physics.Speed.X, 0); }
public override void OnStateLeave(StateChangeInfo info) { Parent.Physics.GravityScale = 1f; }
public override void OnStateEnter(StateChangeInfo info) { Parent.AnimationController.State = PlayerAnimationStates.Dash; timer = 0; }
public virtual void OnStateLeave(StateChangeInfo info) { }
public virtual void OnStateEnter(StateChangeInfo info) { }
public override void OnStateLeave(StateChangeInfo info) { Parent.Physics.Body.TileMapCollisionEvent -= OnPlayerTilemapCollision; }
public override void OnStateEnter(StateChangeInfo info) { dashInputTimer = 0; Parent.AnimationController.State = PlayerAnimationStates.Fall; }
public override void OnStateEnter(StateChangeInfo info) { Parent.AnimationController.State = PlayerAnimationStates.Hurt; Parent.Physics.Speed = new Vector2(0, Knockback.Y); timer = 0; }