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;
 }
示例#2
0
 public override void OnStateEnter(StateChangeInfo info)
 {
     Parent.AnimationController.State = PlayerAnimationStates.Walljump;
     Parent.Physics.GravityScale      = 0;
     animationTimer = 0;
     _accSpeed      = Parent.Physics.Parameters.JumpSpeed;
 }
示例#3
0
 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);
 }
示例#4
0
 public override void OnStateLeave(StateChangeInfo info)
 {
     Parent.Physics.GravityScale = 1f;
 }
 public override void OnStateEnter(StateChangeInfo info)
 {
     Parent.AnimationController.State = PlayerAnimationStates.Dash;
     timer = 0;
 }
示例#6
0
 public virtual void OnStateLeave(StateChangeInfo info)
 {
 }
示例#7
0
 public virtual void OnStateEnter(StateChangeInfo info)
 {
 }
 public override void OnStateLeave(StateChangeInfo info)
 {
     Parent.Physics.Body.TileMapCollisionEvent -= OnPlayerTilemapCollision;
 }
示例#9
0
 public override void OnStateEnter(StateChangeInfo info)
 {
     dashInputTimer = 0;
     Parent.AnimationController.State = PlayerAnimationStates.Fall;
 }
示例#10
0
 public override void OnStateEnter(StateChangeInfo info)
 {
     Parent.AnimationController.State = PlayerAnimationStates.Hurt;
     Parent.Physics.Speed             = new Vector2(0, Knockback.Y);
     timer = 0;
 }