31 lines
1.1 KiB
C#

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(){}
}