using System.Collections; using System.Collections.Generic; using UnityEngine; public class dMoveRecoveringState : dMoveBaseState { ////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ mSM.pStats.GravVel = 80; // resets gravVel mSM.capCol.enabled = false; // disable capsule collider mSM.moveController.enabled = true; // enable move controller mSM.rB.isKinematic = true; // enable kinematic mSM.rB.detectCollisions = false; // detect collisions false mSM.CancelMomentum(); // reset player variables mSM.moveController.Move(new Vector3(0,2,0)); } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ } public override void UpdateState(dMoveStateManager mSM){ //swap to idle state mSM.SwitchState(mSM.IdleState); } public override void FixedUpdateState(dMoveStateManager mSM){ } }