31 lines
1.1 KiB
C#
31 lines
1.1 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DeadState : PlayerState
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{
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public DeadState(PlayerStateMachine playerStateMachine) : base(playerStateMachine)
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{}
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public override void OnStateEnter()
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{
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playerSM.PlayDeadAnimation(true);
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playerSM.PlayerTransform.position = new Vector3(playerSM.PlayerTransform.position.x,0.38f, playerSM.PlayerTransform.position.z);
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playerSM.VerticalDeltaPosition = 0;
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playerSM.HorizontalDeltaPosition = Vector3.zero;
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GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, true);
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//Session.ShowGameOverPopUp(true);
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// Session.SetGameOverState();
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// Stats.CalculateScore();
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//playerSM.ChangeRigWeight(playerSM.RightHandRig,0);
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}
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public override void OnStateExit()
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{
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playerSM.PlayDeadAnimation(false);
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GameSession.Instance.RestrictInputs(InputConstants.InGameCommands, false);
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// Session.ShowGameOverPopUp(false);
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//playerSM.ChangeRigWeight(playerSM.RightHandRig,1);
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}
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public override void Tick(){}
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}
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