public override void UpdateAbility(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo) { CharacterControl control = characterStateBase.GetCharacterControl(animator); if (control.MoveRight && control.MoveLeft) { animator.SetBool(TransitionParameter.move.ToString(), false); return; } if (!control.MoveRight && !control.MoveLeft) { animator.SetBool(TransitionParameter.move.ToString(), false); return; } if (control.MoveRight) { control.transform.Translate(Vector3.forward * Speed * Time.deltaTime); control.transform.rotation = Quaternion.Euler(0f, 0f, 0f); } if (control.MoveLeft) { control.transform.Translate(Vector3.forward * Speed * Time.deltaTime); control.transform.rotation = Quaternion.Euler(0f, 180f, 0f); } }
public override void UpdateAbility(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo) { if (stateInfo.normalizedTime >= TransitionTiming) { animator.SetBool(TransitionParameter.forceTransition.ToString(), true); } }
public void UpdateAll(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo) //updates CharacterStateBase variables { foreach (StateData d in ListAbilityData) { d.UpdateAbility(characterStateBase, animator, stateInfo); //updates the data in characterStateBase and animator } }
public override void UpdateAbility(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo) { CharacterControl control = characterStateBase.GetCharacterControl(animator); if (control.MoveRight) { animator.SetBool(TransitionParameter.move.ToString(), true); } if (control.MoveLeft) { animator.SetBool(TransitionParameter.move.ToString(), true); } if (control.Jump) { animator.SetBool(TransitionParameter.jump.ToString(), true); } }
public abstract void UpdateAbility(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo);
public abstract void OnEnter(CharacterStateBase characterState, Animator animator, AnimatorStateInfo stateInfo);
public override void OnExit(CharacterStateBase characterState, Animator animator, AnimatorStateInfo stateInfo) { animator.SetBool(TransitionParameter.forceTransition.ToString(), false); }
public override void OnEnter(CharacterStateBase characterState, Animator animator, AnimatorStateInfo stateInfo) { }
public override void UpdateAbility(CharacterStateBase characterStateBase, Animator animator, AnimatorStateInfo stateInfo) { }
public override void OnEnter(CharacterStateBase characterState, Animator animator, AnimatorStateInfo stateInfo) { characterState.GetCharacterControl(animator).RIGID_BODY.AddForce(Vector3.up * JumpForce); }