using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialGlidingState : AerialBaseState { float tempTraction; public override void EnterState(AerialStateManager aSM){ Debug.Log("Gliding State"); tempTraction = aSM.pStats.Traction; aSM.pStats.Traction = 1.0f; } public override void UpdateState(AerialStateManager aSM){ if(!Input.GetButton("Jump")){ aSM.pStats.Traction = tempTraction; aSM.SwitchState(aSM.FallingState); } if(aSM.isGrounded){ aSM.pStats.Traction = tempTraction; aSM.SwitchState(aSM.GroundedState); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(9); } public override void OnCollisionEnter(AerialStateManager aSM){ } }