using System.Collections; using System.Collections.Generic; using UnityEngine; public class dMoveCrouchWalkState : dMoveBaseState { public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ } public override void UpdateState(dMoveStateManager mSM){ } public override void FixedUpdateState(dMoveStateManager mSM){ /* if(mSM.aSM.currentState == mSM.aSM.FallingState){ //Determine which state to go into based on player speed if(mSM.calculatedCurVel < mSM.walkLimit){ SlideToMoveState(mSM); mSM.SwitchState(mSM.WalkState); } else if(mSM.calculatedCurVel < mSM.runLimit){ SlideToMoveState(mSM); mSM.SwitchState(mSM.JogState); } else{ SlideToMoveState(mSM); mSM.SwitchState(mSM.RunState); } } */ } }