using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialFallingState : AerialBaseState { public override void EnterState(AerialStateManager aSM){ Debug.Log("Falling State"); } public override void UpdateState(AerialStateManager aSM){ if(aSM.pStats.GravVel > 0){ aSM.SwitchState(aSM.JumpingState); } else if(Input.GetButton("Jump") && aSM.pStats.HasGlider){ aSM.SwitchState(aSM.GlidingState); } if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); } public override void OnCollisionEnter(AerialStateManager aSM){ } }