fixed crouch walk references within state machine

This commit is contained in:
Melbyj1125
2022-04-08 15:50:55 -05:00
parent fdc77ada48
commit 036732bda0
17 changed files with 35 additions and 30 deletions

View File

@@ -146,7 +146,7 @@ public class MoveStateManager : NetworkBehaviour
//if grappling in aerial state manager swap to grapple here
if(currentState != GrappleAirState){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){
SwitchState(GrappleAirState);
}
}
@@ -274,12 +274,12 @@ public class MoveStateManager : NetworkBehaviour
//Check if wall is in direction player is moving
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallHitBot, .35f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState || currentState == CrouchWalkState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallHitTop, .35f, layerMask) == true))) && !firstWallHit){
CancelMomentum();
//Debug.Log(wallHitBot.collider.name);
firstWallHit = true;
}
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
if(((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, driftVel.normalized, out wallExitBot, .3f, layerMask) == false) && ((currentState == SlideState || currentState == CrouchState || currentState == CrouchWalkState) || (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), driftVel.normalized, out wallExitTop, .3f, layerMask) == false))) && firstWallHit){
firstWallHit = false;
}