using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveRecoveringState : MoveBaseState { ////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ mSM.pStats.GravVel = 50; // resets gravVel mSM.capCol.enabled = false; // disable capsule collider mSM.moveController.enabled = true; // enable move controller mSM.rB.isKinematic = true; // enable kinematic mSM.CancelMomentum(); // reset player variables mSM.moveController.Move(new Vector3(0,2,0)); } public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ } public override void UpdateState(MoveStateManager mSM){ //swap to idle state mSM.SwitchState(mSM.IdleState); } public override void FixedUpdateState(MoveStateManager mSM){ } }