using Godot;
using System;
public class StateTemplate : Node
{
public enum State {
Null,
Idle,
Run,
Fall,
Jump,
Dodge
}
[Export]
private String animation_name;
public Player Player;
public void enter()
{
Player.AnimSprite.Play(animation_name);
}
public void exit()
{}
public int processInput(InputEvent @event)
{
return (int)State.Null;
}
public int doProcess(float delta)
{
return (int)State.Null;
}
public int processPhysics(float delta)
{
return (int)State.Null;
}
}
using Godot;
using System;
public class StateTemplate : Node
{
public enum State {
Null,
Idle,
Run,
Fall,
Jump,
Dodge
}
[Export]
private String animation_name;
public Player Player;
public void enter()
{
Player.AnimSprite.Play(animation_name);
}
public void exit()
{}
public int processInput(InputEvent @event)
{
return (int)State.Null;
}
public int doProcess(float delta)
{
return (int)State.Null;
}
public int processPhysics(float delta)
{
return (int)State.Null;
}
}