using SHADE; using SHADE_Scripting.Audio; using System; public class PlayerLandState : BaseState { public PlayerLandState(StateMachine stateMachine) : base(stateMachine) { stateName = "Land State"; } public override void OnEnter() { //Debug.Log("landed ENTER"); if (PlayerAnimations.Instance) { if (!machine.GetScript().holdItem) { PlayerAnimations.Instance.playerAnimator.PlayOneShot(PlayerAnimations.Instance.playerJumpEndClip); PlayerAnimations.Instance.BagAnimator.PlayOneShot(PlayerAnimations.Instance.playerJumpEndClip); PlayerAnimations.Instance.silhoPlayerAnimator.PlayOneShot(PlayerAnimations.Instance.playerJumpEndClip); PlayerAnimations.Instance.silhoBagAnimator.PlayOneShot(PlayerAnimations.Instance.playerJumpEndClip); } else machine.GetScript().playLandedAnimation = false; } } 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"); } }