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- using UnityEngine;
- public class LandingState:State
- {
- float timePassed;
- float landingTime;
- public LandingState(Character _character, StateMachine _stateMachine) : base(_character, _stateMachine)
- {
- character = _character;
- stateMachine = _stateMachine;
- }
- public override void Enter()
- {
- base.Enter();
- timePassed = 0f;
- character.animator.SetTrigger("land");
- landingTime = 0.5f;
- }
- public override void LogicUpdate()
- {
- base.LogicUpdate();
- if (timePassed> landingTime)
- {
- character.animator.SetTrigger("move");
- stateMachine.ChangeState(character.standing);
- }
- timePassed += Time.deltaTime;
- }
- }
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