diff --git a/Assets/JAY/Scripts/AnimatorState.meta b/Assets/JAY/Scripts/AnimatorState.meta deleted file mode 100644 index 0459b99e..00000000 --- a/Assets/JAY/Scripts/AnimatorState.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: ee6466b67735a354ab9810bc780da469 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs b/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs deleted file mode 100644 index ba454806..00000000 --- a/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs +++ /dev/null @@ -1,50 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class PlayerAnimatorStateAttack : StateMachineBehaviour -{ - - // OnStateEnter is called before OnStateEnter is called on any state inside this state machine - //override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) - //{ - // - //} - - // OnStateUpdate is called before OnStateUpdate is called on any state inside this state machine - //override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) - //{ - // - //} - - // OnStateExit is called before OnStateExit is called on any state inside this state machine - // override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) - // { - // animator.gameObject.GetComponent().SetState(PlayerState.Idle); - // } - - // OnStateMove is called before OnStateMove is called on any state inside this state machine - //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) - //{ - // - //} - - // OnStateIK is called before OnStateIK is called on any state inside this state machine - //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) - //{ - // - //} - - // OnStateMachineEnter is called when entering a state machine via its Entry Node - //override public void OnStateMachineEnter(Animator animator, int stateMachinePathHash) - //{ - // - //} - - // OnStateMachineExit is called when exiting a state machine via its Exit Node - // override public void OnStateMachineExit(Animator animator, int stateMachinePathHash) - // { - // Debug.Log("스테이트머신 콤보끝?"); - // animator.gameObject.GetComponent().SetState(PlayerState.Idle); - // } -} diff --git a/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs.meta b/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs.meta deleted file mode 100644 index 9a74076c..00000000 --- a/Assets/JAY/Scripts/AnimatorState/PlayerAnimatorStateAttack.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 088c7e98d4f31fb418eab3d8a8a48e57 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs b/Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs index fcb897fb..733053ba 100644 --- a/Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs +++ b/Assets/JAY/Scripts/PlayerState/PlayerStateIdle.cs @@ -7,7 +7,6 @@ public class PlayerStateIdle : IPlayerState public void Enter(PlayerController playerController) { _playerController = playerController; - // _playerController.Animator.SetBool("Idle", true); } public void Update() @@ -19,7 +18,6 @@ public class PlayerStateIdle : IPlayerState if (inputHorizontal != 0 || inputVertical != 0) { _playerController.SetState(PlayerState.Move); - return; } } diff --git a/Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs b/Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs index ae1d19b2..97a6e84e 100644 --- a/Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs +++ b/Assets/JAY/Scripts/PlayerState/PlayerStateMove.cs @@ -21,7 +21,6 @@ public class PlayerStateMove : IPlayerState if (inputHorizontal != 0 || inputVertical != 0) { HandleMovement(); - return; } else { @@ -60,7 +59,5 @@ public class PlayerStateMove : IPlayerState Vector3 finalMove = (move + _gravityVelocity) * Time.deltaTime; _playerController.CharacterController.Move(finalMove); - - // _playerController.PlayerAnimator.SetFloat("Move", _playerController.CharacterController.velocity.magnitude); } }