using SHADE; using System; public class PlayerIdleState : BaseState { private bool holdItem; public PlayerIdleState(StateMachine stateMachine, bool hi) : base(stateMachine) { stateName = "Idle State"; holdItem = hi; } public override void OnEnter() { //Debug.Log("WALK ENTER"); if (PlayerAnimations.Instance) { if (!holdItem) { if (PlayerAnimations.Instance.playerIdleClip) { PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerIdleClip); PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerIdleClip); PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerIdleClip); PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerIdleClip); } } else { if (PlayerAnimations.Instance.playerCarryIdleClip) { PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip); PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip); PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip); PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerCarryIdleClip); } } } } public override void update() { //Debug.Log("WALKING"); } public override void fixedUpdate() { //Debug.Log("FIXED WALKING"); } public override void OnExit() { //Debug.Log("WALK EXIT"); } public override void onTriggerEnter(CollisionInfo info) { //Debug.Log("TRIGGER"); } }