using System.Collections; using System.Collections.Generic; using UnityEngine; public class DeadState : PlayerState { public DeadState(PlayerStateMachine playerStateMachine) : base(playerStateMachine) {} public override void OnStateEnter() { playerSM.PlayDeadAnimation(true); playerSM.VerticalDeltaPosition = 0; playerSM.HorizontalDeltaPosition = Vector3.zero; //Session.ShowGameOverPopUp(true); // Session.SetGameOverState(); // Stats.CalculateScore(); //playerSM.ChangeRigWeight(playerSM.RightHandRig,0); } public override void OnStateExit() { playerSM.PlayDeadAnimation(false); // Session.ShowGameOverPopUp(false); //playerSM.ChangeRigWeight(playerSM.RightHandRig,1); } public override void Tick(){} }