using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialGroundedState : AerialBaseState { public override void EnterState(AerialStateManager aSM){ Debug.Log("Grounded State"); } public override void UpdateState(AerialStateManager aSM){ if(aSM.pStats.GravVel < 0){ aSM.SwitchState(aSM.FallingState); } else if(aSM.pStats.GravVel > 0){ aSM.SwitchState(aSM.JumpingState); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); } public override void OnCollisionEnter(AerialStateManager aSM){ } }