684 lines
20 KiB
C#
684 lines
20 KiB
C#
using System.Collections;
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using TMPro.EditorUtilities;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.UI;
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using static Player;
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using static UnityEditor.Experimental.GraphView.GraphView;
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public class Player : MonoBehaviour
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{
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public static Player Instance { get; private set; }
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public enum PlayerState
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{
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Idle,
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Moving,
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Jumping,
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JumpingDouble,
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Falling,
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Dashing,
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Stunned,
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Dead,
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Loser,
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Winner,
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}
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[System.Serializable]
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public class WallRun
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{
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[Tooltip("Can the player run along walls?")]
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public bool CanRunOnWalls = true;
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[Tooltip("Layers considered as walkable wall")]
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public LayerMask WallLayer = 0;
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[Tooltip("Stick duration to wall before fall")]
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public float StickDuration = 3;
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[Tooltip("Gravity applyed when sticked to wall")]
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public float StickedGravity = -5;
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}
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[System.Serializable]
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public class Dash
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{
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[Tooltip("Can the player dash?")]
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public bool CanDash = true;
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public float DashDuration = .3f;
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public float DashDelay = 1.5f;
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public float DashForce = 50;
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}
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[System.Serializable]
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public class DoubleJump
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{
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[Tooltip("Can the player duble jump?")]
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public bool CanDoubleJump = true;
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}
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[System.Serializable]
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public class Settings
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{
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[Header("Movements")]
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[Tooltip("Walk speed in km/h")]
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public float WalkSpeed = 15f;
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[Tooltip("Run speed in km/h")]
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public float RunSpeed = 30f;
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[Tooltip("Jump force in m/s")]
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public float JumpForce = 8f;
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[Tooltip("Player rotation speed towards movement direction")]
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public float RotationSpeed = 10f;
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[Tooltip("Ground detection tolerance")]
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public float GroundTolerance = 0.2f;
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[Tooltip("Layers considered as ground")]
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public LayerMask GroundLayer = 1;
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[Tooltip("Layers considered as death zone")]
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public LayerMask DeathLayer = 0;
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[Header("Forces")]
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[Tooltip("Decay rate of extra forces (m/s²)")]
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public float ExtraForcesDrag = 8f;
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[Header("Debug")]
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[Tooltip("GUI logs of current state")]
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public bool StateLogs;
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[Header("Features")]
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public WallRun WallRun;
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public Dash Dash;
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public DoubleJump DoubleJump;
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}
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[System.Serializable]
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public class References
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{
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public InputActionAsset InputActions;
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public CharacterController Controller;
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public GameObject COG;
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public GameObject DiePrefab;
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public ParticleSystem[] DashEffects;
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public Transform[] DashJointsLevel;
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}
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[System.Serializable]
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public class StateContainer
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{
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[Tooltip("Current player state")]
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public PlayerState CurrentState = PlayerState.Idle;
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[Tooltip("Is player paused?")]
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public bool IsPaused = false;
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[Tooltip("Is player sticked to wall?")]
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public bool IsStickedToWall;
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[Tooltip("Is player dashing?")]
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public bool IsDashing = false;
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[Tooltip("Can player stick to walls?")]
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public bool CanStickToWalls;
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[Tooltip("Current running state")]
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[Range(0, 1)] public float Running;
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[Tooltip("Animation center of gravity")]
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[Range(-1, 1)] public float AnimationCenter;
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[Tooltip("Elapsed time since falling")]
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[Range(-1, 1)] public float FallingTime;
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[Tooltip("Elapsed time since sticked to wall")]
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[Range(-1, 1)] public float StickedTime;
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[Tooltip("Elapsed time since dash")]
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[Range(-1, 1)] public float DashingTime;
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[Tooltip("Current velocity in m/s")]
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public Vector3 Velocity;
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[Tooltip("Ground transform evaluated as parent")]
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public Transform Ground;
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public bool IsGrounded => Ground;
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public float VerticalVelocity => Velocity.y;
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public Vector3 HorizontalVelocity => new Vector3(Velocity.x, 0, Velocity.z);
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}
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[SerializeField] private Settings _settings;
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[SerializeField] private References _references;
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[SerializeField, ReadOnly] private StateContainer _state;
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public StateContainer State => _state;
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#region Constants
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private const float KMH_TO_MS = 1 / 3.6f;
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private const float STICK_FORCE = -5f;
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private const float GRAVITY = -20f;
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private const float MAX_GRAVITY = -50f;
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#endregion
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#region Public Fields
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public void Pause(bool pause = true)
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{
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_state.IsPaused = pause;
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}
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public void SetState(PlayerState state)
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{
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_state.CurrentState = state;
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//TriggerStateEvents();
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}
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public void Lose()
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{
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if (_state.CurrentState == PlayerState.Loser)
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return;
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SetState(PlayerState.Loser);
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Pause();
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}
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public void Die()
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{
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if (_state.CurrentState == PlayerState.Dead)
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return;
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SetState(PlayerState.Dead);
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Instantiate(_references.DiePrefab);
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Debug.Log("Player is dead");
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}
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#endregion
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#region Private Fields
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// Inputs
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private InputAction _moveAction;
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private InputAction _runAction;
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private InputAction _jumpAction;
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private InputAction _targetAction;
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private InputAction _dashAction;
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// Camera
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private Camera _camera;
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// Ground
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private Vector3 _groundCheckRayOffset;
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private Vector3 _groundCheckSphereOffset;
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private float _groundCheckRadius;
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private Collider[] _overlapResults = new Collider[1];
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private Vector3 _wallDirection;
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private Vector3 _wallNormal;
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private Vector3 _wallPosition;
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private Vector3 _lastPlatformPosition;
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private Quaternion _lastPlatformRotation;
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private Vector3 _platformVelocity;
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// Double Jump
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private bool _doubleJump;
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private float _doubleJumpTime;
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#endregion
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#region Unity Lifecycle
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/*void OnDrawGizmos()
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{
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Gizmos.matrix = transform.localToWorldMatrix;
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Gizmos.color = new Color(.2f, 1, .7f, .3f);
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Gizmos.DrawSphere(_groundCheckSphereOffset, _groundCheckRadius);
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}*/
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void Awake()
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{
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if (!Instance)
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Instance = this;
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// Inputs
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_moveAction = _references.InputActions.FindActionMap("Player").FindAction("Move");
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_runAction = _references.InputActions.FindActionMap("Player").FindAction("Sprint");
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_jumpAction = _references.InputActions.FindActionMap("Player").FindAction("Jump");
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_targetAction = _references.InputActions.FindActionMap("Player").FindAction("Target");
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_dashAction = _references.InputActions.FindActionMap("Player").FindAction("Attack");
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// Camera
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_camera = Camera.main;
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// Ground check geometry
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CharacterController cc = _references.Controller;
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_groundCheckRayOffset = cc.center + Vector3.up * (-cc.height * .5f - cc.skinWidth + _settings.GroundTolerance);
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_groundCheckSphereOffset = cc.center + Vector3.up * (-cc.height * .5f + cc.radius - cc.skinWidth - _settings.GroundTolerance);
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_groundCheckRadius = cc.radius;
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}
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void OnEnable()
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{
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_moveAction?.Enable();
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_runAction?.Enable();
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_jumpAction?.Enable();
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_targetAction?.Enable();
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_dashAction?.Enable();
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}
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void OnDisable()
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{
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_moveAction?.Disable();
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_runAction?.Disable();
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_jumpAction?.Disable();
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_targetAction?.Disable();
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_dashAction?.Disable();
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}
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void Update()
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{
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float t = Time.deltaTime;
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CheckGround(t);
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SetGravity(t);
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SetVelocity(t);
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SetJump();
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SetDash();
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SetMovement(t);
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SetState();
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}
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void OnControllerColliderHit(ControllerColliderHit hit)
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{
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if ((_settings.DeathLayer.value & (1 << hit.gameObject.layer)) != 0)
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{
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Die();
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}
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}
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#endregion
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#region Player Logic
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private void CheckGround(float deltaTime)
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{
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// Raycast for center contact
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RaycastHit rayInfo;
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Vector3 rayOrigin = transform.position + _groundCheckRayOffset;
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bool rayHit = Physics.Raycast(rayOrigin, Vector3.down, out rayInfo, _settings.GroundTolerance * 2f, _settings.GroundLayer);
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// OverlapSphere for edge contact
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Vector3 sphereOrigin = transform.position + _groundCheckSphereOffset;
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int overlapCount = Physics.OverlapSphereNonAlloc(sphereOrigin, _groundCheckRadius, _overlapResults, _settings.GroundLayer);
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bool sphereHit = overlapCount > 0;
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bool wasGrounded = _state.IsGrounded;
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bool isGrounded = rayHit || sphereHit;
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// Double Jump
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if (isGrounded)
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{
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_doubleJump = false;
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_doubleJumpTime = 0;
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}
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// Wall run
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if (_settings.WallRun.CanRunOnWalls && !_state.CanStickToWalls)
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{
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_state.CanStickToWalls = _state.FallingTime > .3f;
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}
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bool isStickedToWall = false;
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if (!isGrounded && _settings.WallRun.CanRunOnWalls && _state.CanStickToWalls && _state.VerticalVelocity < 0)
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{
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int[] wallCheckAngles = new int[6] { 80, 70, 60, 50, 40, 30 };
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int raySign = 1;
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for (int i = 0; i < wallCheckAngles.Length; i++)
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{
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if (isStickedToWall)
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break;
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for (int u = -1; u <= 1; u += 2)
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{
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Vector3 rayDir = Quaternion.Euler(0, wallCheckAngles[i] * u, 0) * transform.forward;
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float rayOffset = _references.Controller.radius * .8f;
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float raySize = _references.Controller.radius * .7f;
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isStickedToWall = Physics.Raycast(rayOrigin + rayDir * rayOffset, rayDir, out rayInfo, raySize, _settings.WallRun.WallLayer);
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Debug.DrawRay(rayOrigin + rayDir * rayOffset, rayDir * raySize, isStickedToWall ? Color.green : Color.red);
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if (isStickedToWall)
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{
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raySign = u;
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goto AfterRaycastWall;
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}
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}
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}
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AfterRaycastWall:
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if (!_state.IsStickedToWall && isStickedToWall)
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_state.StickedTime = 0;
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else if (_state.IsStickedToWall && !isStickedToWall)
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_state.CanStickToWalls = false;
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_state.IsStickedToWall = isStickedToWall;
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if (_state.IsStickedToWall)
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{
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_wallDirection = Vector3.ProjectOnPlane(Vector3.Cross(rayInfo.normal, Vector3.up), Vector3.up) * Mathf.Sign(Vector3.Cross(transform.forward, rayInfo.normal).y);
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_wallNormal = rayInfo.normal;
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_wallPosition = rayInfo.point;
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_state.AnimationCenter = raySign;
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_state.Running = 1;
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if (_state.StickedTime >= _settings.WallRun.StickDuration)
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{
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_state.IsStickedToWall = false;
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_state.CanStickToWalls = false;
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}
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}
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}
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else if (isGrounded)
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{
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_state.IsStickedToWall = false;
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_state.CanStickToWalls = true;
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}
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if (!isStickedToWall)
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_state.AnimationCenter = 0;
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if (isGrounded || isStickedToWall)
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{
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Transform currentGround = rayHit ? rayInfo.collider.transform : _overlapResults[0].transform;
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// Initialize references when landing on a new surface to prevent teleporting
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if (currentGround != _state.Ground)
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{
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_state.Ground = currentGround;
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_lastPlatformPosition = _state.Ground.position;
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_lastPlatformRotation = _state.Ground.rotation;
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_platformVelocity.y = 0;
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return;
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}
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// Rotate player around platform pivot
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Quaternion rotationDelta = _state.Ground.rotation * Quaternion.Inverse(_lastPlatformRotation);
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float platformYaw = rotationDelta.eulerAngles.y;
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if (Mathf.Abs(platformYaw) > .001f)
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{
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Vector3 dir = transform.position - _state.Ground.position;
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dir = Quaternion.Euler(0, platformYaw, 0) * dir;
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transform.position = _state.Ground.position + dir;
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transform.Rotate(0, platformYaw, 0);
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}
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// Translation delta
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Vector3 platformDelta = _state.Ground.position - _lastPlatformPosition;
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transform.position += platformDelta;
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// Store current state for next frame
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_lastPlatformPosition = _state.Ground.position;
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_lastPlatformRotation = _state.Ground.rotation;
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// Sync physics broadphase to prevents CC from seeing stale overlap
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Physics.SyncTransforms();
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// Reset platform velocity
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_platformVelocity = Vector3.zero;
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_state.FallingTime = 0;
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}
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else
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{
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// Inherit platform velocity when player left the ground
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if (wasGrounded && _state.Ground != null)
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{
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_platformVelocity = (_state.Ground.position - _lastPlatformPosition) / Time.deltaTime;
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}
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// Decay velocity when player is in the air
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else
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{
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Vector3 platformVelocity = Vector3.MoveTowards(_platformVelocity, Vector3.zero, _settings.ExtraForcesDrag * deltaTime);
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platformVelocity.y = _platformVelocity.y;
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_platformVelocity = platformVelocity;
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}
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_state.FallingTime += deltaTime;
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_state.Ground = null;
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}
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}
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private void SetGravity(float deltaTime)
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{
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if (_state.IsStickedToWall)
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{
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_state.Velocity.y = _settings.WallRun.StickedGravity * Mathf.Pow(_state.StickedTime / _settings.WallRun.StickDuration, 2);
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}
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else if (_state.IsGrounded && _state.Velocity.y < 0)
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{
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_state.Velocity.y = STICK_FORCE;
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}
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else
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{
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if (_platformVelocity.y > 0)
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{
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_platformVelocity.y += GRAVITY * deltaTime;
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if (_platformVelocity.y < 0)
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_state.Velocity.y += _platformVelocity.y;
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}
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else
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{
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_state.Velocity.y += GRAVITY * deltaTime;
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}
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_state.Velocity.y = Mathf.Max(_state.Velocity.y, MAX_GRAVITY);
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}
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}
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private void SetVelocity(float deltaTime)
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{
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bool allowInput = !_state.IsPaused;
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switch (_state.CurrentState)
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{
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case PlayerState.Loser:
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case PlayerState.Dead:
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allowInput = false;
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_state.Running = 0;
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break;
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}
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Vector2 input = allowInput ? _moveAction.ReadValue<Vector2>() : Vector2.zero;
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bool run = _runAction.IsPressed();
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_state.Running = Mathf.Clamp01(_state.Running + deltaTime * 4 * (run ? 1 : -1));
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float speed = Mathf.Lerp(_settings.WalkSpeed, _settings.RunSpeed, _state.Running) * KMH_TO_MS;
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Vector3 moveInput = new Vector3(input.x, 0, input.y); // Convert input 2D to move 3D
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if (_state.IsStickedToWall)
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{
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_state.StickedTime += deltaTime * Mathf.Lerp(4, 1, moveInput.magnitude);
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moveInput = _wallDirection * Mathf.Sqrt(1 - _state.StickedTime / _settings.WallRun.StickDuration);
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}
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else
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{
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moveInput = Quaternion.Euler(0, _camera.transform.eulerAngles.y, 0) * moveInput; // Rotate move toward camera
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}
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moveInput *= speed; // Muliply move by speed
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float velovityTime = deltaTime * 8;
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switch (_state.CurrentState)
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{
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default:
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velovityTime *= 1;
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break;
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case PlayerState.Jumping:
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velovityTime *= .5f;
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break;
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case PlayerState.Falling:
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velovityTime *= .2f;
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break;
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}
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_state.Velocity.x = Mathf.Lerp(_state.Velocity.x, moveInput.x, velovityTime);
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_state.Velocity.z = Mathf.Lerp(_state.Velocity.z, moveInput.z, velovityTime);
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}
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private void SetJump()
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{
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if (_state.IsPaused)
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return;
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if (_jumpAction.triggered && (_state.IsGrounded || _state.IsStickedToWall || (!_doubleJump && _settings.DoubleJump.CanDoubleJump)))
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{
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if (_state.IsStickedToWall)
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{
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_state.Velocity = Vector3.Lerp(_wallNormal, Vector3.up, .4f).normalized * _settings.JumpForce * 1.6f;
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_doubleJump = false;
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_doubleJumpTime = 0;
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}
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else
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{
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_state.Velocity.y = _settings.JumpForce;
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if (!_doubleJump)
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_doubleJump = true;
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}
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_state.Ground = null;
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_state.IsStickedToWall = false;
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_state.CanStickToWalls = false;
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_groundCheckRadius = _references.Controller.radius + _settings.GroundTolerance;
|
|
}
|
|
|
|
if (_doubleJump)
|
|
{
|
|
_doubleJumpTime += Time.deltaTime;
|
|
}
|
|
}
|
|
|
|
private void SetDash()
|
|
{
|
|
if (!_settings.Dash.CanDash || _state.IsPaused)
|
|
return;
|
|
|
|
_state.DashingTime = Mathf.Clamp(_state.DashingTime + Time.deltaTime, 0, _settings.Dash.DashDelay);
|
|
|
|
float dashLoad = Mathf.Pow(Mathf.Clamp01((_state.DashingTime - _settings.Dash.DashDuration) / (_settings.Dash.DashDelay - _settings.Dash.DashDuration)), 2);
|
|
foreach (Transform jnt in _references.DashJointsLevel)
|
|
jnt.localScale = new Vector3(1, dashLoad, 1);
|
|
|
|
if (!_state.IsDashing)
|
|
{
|
|
if (_dashAction.triggered && !_targetAction.IsPressed() && _state.DashingTime == _settings.Dash.DashDelay && !_state.IsStickedToWall)
|
|
{
|
|
_state.Velocity += transform.forward * _settings.Dash.DashForce;
|
|
_state.IsDashing = true;
|
|
_state.DashingTime = 0;
|
|
|
|
foreach(ParticleSystem p in _references.DashEffects)
|
|
p.Play();
|
|
}
|
|
}
|
|
else if(_state.DashingTime >= _settings.Dash.DashDuration)
|
|
{
|
|
_state.IsDashing = false;
|
|
}
|
|
}
|
|
|
|
private void SetMovement(float deltaTime)
|
|
{
|
|
Vector3 motion = _state.Velocity + _platformVelocity;
|
|
|
|
if (_state.IsStickedToWall)
|
|
{
|
|
Vector3 wallDelta = _wallPosition - transform.position;
|
|
wallDelta -= wallDelta.normalized * _references.Controller.radius;
|
|
motion += wallDelta;
|
|
}
|
|
|
|
_references.Controller.Move(motion * deltaTime);
|
|
|
|
// Rotate Player
|
|
if (_state.HorizontalVelocity.magnitude > .01f)
|
|
{
|
|
Vector3 velocity = _state.HorizontalVelocity;
|
|
|
|
Quaternion controlerRot = Quaternion.LookRotation(velocity, Vector3.up);
|
|
if (_state.IsStickedToWall)
|
|
controlerRot = Quaternion.LookRotation(_wallDirection);
|
|
|
|
float t = _settings.RotationSpeed * deltaTime;
|
|
controlerRot = Quaternion.Slerp(transform.rotation, controlerRot, t);
|
|
|
|
transform.rotation = controlerRot;
|
|
}
|
|
|
|
// Rotate COG
|
|
float angle = Mathf.Lerp(0, 5, _state.Running);
|
|
if (_doubleJump)
|
|
angle = Mathf.Sqrt(Mathf.Clamp01(_doubleJumpTime * 3)) * 360;
|
|
|
|
_references.COG.transform.localRotation = Quaternion.Euler(angle, 0, 0);
|
|
}
|
|
|
|
private void SetState()
|
|
{
|
|
switch (_state.CurrentState)
|
|
{
|
|
case PlayerState.Loser:
|
|
case PlayerState.Dead:
|
|
return;
|
|
}
|
|
|
|
if (_state.IsDashing)
|
|
{
|
|
State.CurrentState = PlayerState.Dashing;
|
|
}
|
|
else if (State.IsGrounded || State.IsStickedToWall)
|
|
{
|
|
if (State.HorizontalVelocity.sqrMagnitude > .1f)
|
|
{
|
|
State.CurrentState = PlayerState.Moving;
|
|
}
|
|
else
|
|
{
|
|
State.CurrentState = PlayerState.Idle;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (State.VerticalVelocity > 0)
|
|
{
|
|
if (!_doubleJump)
|
|
State.CurrentState = PlayerState.Jumping;
|
|
else
|
|
State.CurrentState = PlayerState.JumpingDouble;
|
|
}
|
|
else
|
|
{
|
|
State.CurrentState = PlayerState.Falling;
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|