From cabf080c2cb7701aef0286697b3f18a005fe88a4 Mon Sep 17 00:00:00 2001 From: I`m Taerae Date: Sat, 18 Jan 2025 23:39:47 +0900 Subject: [PATCH] [Fix] Fixed bug in JumpState's Execute function - It should be walkState when the velocity value is greater than 0.1f, otherwise it should be IdleState. --- .../Scripts/Pattern/SimpleStateMachine/States/JumpState.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Assets/UnityTechnologies/_DesignPatterns/5_State/Scripts/Pattern/SimpleStateMachine/States/JumpState.cs b/Assets/UnityTechnologies/_DesignPatterns/5_State/Scripts/Pattern/SimpleStateMachine/States/JumpState.cs index 93edcae..532a254 100644 --- a/Assets/UnityTechnologies/_DesignPatterns/5_State/Scripts/Pattern/SimpleStateMachine/States/JumpState.cs +++ b/Assets/UnityTechnologies/_DesignPatterns/5_State/Scripts/Pattern/SimpleStateMachine/States/JumpState.cs @@ -34,11 +34,11 @@ public void Execute() { if (Mathf.Abs(player.CharController.velocity.x) > 0.1f || Mathf.Abs(player.CharController.velocity.z) > 0.1f) { - player.PlayerStateMachine.TransitionTo(player.PlayerStateMachine.idleState); + player.PlayerStateMachine.TransitionTo(player.PlayerStateMachine.walkState); } else { - player.PlayerStateMachine.TransitionTo(player.PlayerStateMachine.walkState); + player.PlayerStateMachine.TransitionTo(player.PlayerStateMachine.idleState); } } }