using System.Collections; using System.Collections.Generic; using UnityEngine; public class DashNoneState : DashBaseState { public override void EnterState(DashStateManager dSM, DashBaseState previousState){ } public override void ExitState(DashStateManager dSM, DashBaseState nextState){ } public override void UpdateState(DashStateManager dSM){ if(dSM.pStats.HasDash){ if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){ dSM.SwitchState(dSM.DashingState); } if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){ dSM.SwitchState(dSM.IncapacitatedState); } } } public override void FixedUpdateState(DashStateManager dSM){ } }