returned to idle after dash hit ground

This commit is contained in:
Sophie 2016-04-09 14:27:11 -04:00
parent 3f148d1ed5
commit 741c3cbf75

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@ -43,18 +43,7 @@ public class Astronaut : MonoBehaviour {
if (oldState == AstronautState.Dashing) if (oldState == AstronautState.Dashing)
{ {
_astronautAnimator.Land(); _astronautAnimator.Land();
//SpriteWalk.gameObject.SetActive(false);
//SpriteDash.gameObject.SetActive(true);
} }
//else if (_state == AstronautState.Jumping)
//{
// _astronautAnimator.Jump();
//}
/*else
{
SpriteWalk.gameObject.SetActive(true);
SpriteDash.gameObject.SetActive(false);
}*/
if (State == AstronautState.Walking) if (State == AstronautState.Walking)
{ {
@ -151,6 +140,7 @@ public class Astronaut : MonoBehaviour {
if (State == AstronautState.Dashing) if (State == AstronautState.Dashing)
{ {
planet.PushWedge(this.theta); planet.PushWedge(this.theta);
State = AstronautState.Idle;
} }
height = radius; height = radius;
@ -160,43 +150,7 @@ public class Astronaut : MonoBehaviour {
if (State < AstronautState.Ejecting) vSpeed = 0f; if (State < AstronautState.Ejecting) vSpeed = 0f;
} }
UpdatePosition(); UpdatePosition();
//float x, y;
//
//PlanetUtilities.Spheric2Cartesian(theta, heightAtPos, out x, out y);
//
//
/*
if (State == AstronautState.Walking)
{
walkTime += Time.deltaTime / StepTime;
Vector3 rotation = transform.rotation.eulerAngles;
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50; transform.rotation = Quaternion.Euler(rotation);
}*/
/*
switch (State)
{
case AstronautState.Dashing:
break;
case AstronautState.Ejecting:
break;
case AstronautState.Idle:
break;
case AstronautState.Jumping:
break;
case AstronautState.Walking:
break;
}
*/
} }
public void Move(float x, float y) public void Move(float x, float y)