3a05b94366
# Conflicts: # Assets/PerfectWorld/Scripts/Managers/CECNPCMan.cs # Assets/PerfectWorld/Scripts/Managers/EC_HPWorkMelee.cs # Assets/PerfectWorld/Scripts/Managers/EC_HPWorkTrace.cs # Assets/PerfectWorld/Scripts/Managers/EC_HostPlayer.cs # Assets/PerfectWorld/Scripts/Managers/EC_ManMatter.cs # Assets/PerfectWorld/Scripts/Managers/EC_ManPlayer.cs # Assets/PerfectWorld/Scripts/Managers/EC_Object.cs # Assets/PerfectWorld/Scripts/Move/CECHostMove.cs # Assets/PerfectWorld/Scripts/NPC/CECMonster.cs # Assets/PerfectWorld/Scripts/NPC/CECNPC.cs # Assets/PerfectWorld/Scripts/NPC/CECNPCModelDefaultPolicy.cs # Assets/PerfectWorld/Scripts/Network/UnityGameSession.cs # Assets/PerfectWorld/Scripts/PlayerState/PlayerIdleState.cs # Assets/PerfectWorld/Scripts/PlayerState/PlayerMoveState.cs # Assets/PerfectWorld/Scripts/Players/EC_ElsePlayer.cs # Assets/PerfectWorld/Scripts/UI/pickupItem.cs # Assets/Scripts/CECHostPlayer.cs # Assets/Scripts/EC_Utility.cs # Assets/Scripts/GameController.cs # Assets/Scripts/InitializePlayer.cs # Assets/Scripts/Move/EC_Player.cs # Assets/Scripts/PlayerVisual.cs
26 lines
457 B
C#
26 lines
457 B
C#
using BrewMonster.Scripts.Player;
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using UnityEngine;
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using static CECPlayer;
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public class PlayerIdleState : PlayerState
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{
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public PlayerIdleState(CECHostPlayer characterCtrl) : base(characterCtrl)
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{
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}
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public override void Enter()
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{
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_characterCtrl.PlayAction((int)PLAYER_ACTION_TYPE.ACT_STAND, true, 1, false);
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}
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public override void Exit()
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{
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}
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public override void Update()
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{
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}
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}
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