add initial PlayerController state machine
add 1 argument constructor for StandingState
add .userprefs to gitignore
four pre-mapped 360 controllers with seperate axes for right & left triggers
add jump and throw inputs
fix StandingState’s Jump and Throw methods to override the default implementations
add references for input mapping on different platforms (checked-in InputManager.asset is configured for Windows)
add initial JumpingState
bump gravity to 40 and jump is instantaneous additional velocity instead of one frame of force
running
add horizontal drag on the ground and testing scene
replace custom (read: bad) drag code for a Physics2D Material on the ground (drag ~15)
added a "landing state"
slight tweak
revert InputManager.asset so that i can still apply the mac version
rename “Stand” to “HitFloor”
add stomp logic and tagged player objects with “Player” tag in test scene
clamp max x velocity
actually add stomping, and stomp jumping, and falling
debug state transitions