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.PlayerTransform.position = new Vector3(playerSM.PlayerTransform.position.x,0.38f, playerSM.PlayerTransform.position.z); playerSM.VerticalDeltaPosition = 0; playerSM.HorizontalDeltaPosition = Vector3.zero; GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, true); //Session.ShowGameOverPopUp(true); // Session.SetGameOverState(); // Stats.CalculateScore(); //playerSM.ChangeRigWeight(playerSM.RightHandRig,0); } public override void OnStateExit() { playerSM.PlayDeadAnimation(false); GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false); // Session.ShowGameOverPopUp(false); //playerSM.ChangeRigWeight(playerSM.RightHandRig,1); } public override void Tick(){} }