Everything is StateMachined just bugtesting

This commit is contained in:
Melbyj1125
2022-02-16 00:13:12 -06:00
parent ccbcbab71f
commit 095fe0a9cb
10 changed files with 217 additions and 16 deletions

View File

@@ -4,19 +4,33 @@ using UnityEngine;
public class OffenseCooldownState : OffenseBaseState
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
bool cooldown = false;
}
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
cooldown = false;
oSM.StartCoroutine(kickCooldown());
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
if(cooldown && (oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.IncapacitatedState);
}
else if(cooldown){
oSM.SwitchState(oSM.NoneState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
private IEnumerator kickCooldown(){
yield return new WaitForSeconds(.5f);
cooldown = true;
}
}

View File

@@ -13,7 +13,9 @@ public class OffenseIncapacitatedState : OffenseBaseState
}
public override void UpdateState(OffenseStateManager oSM){
if((oSM.mSM.currentState != oSM.mSM.RagdollState && oSM.mSM.currentState != oSM.mSM.SlideState && oSM.mSM.currentState != oSM.mSM.CrouchState && oSM.mSM.currentState != oSM.mSM.CrouchWalkState) && (oSM.aSM.currentState != oSM.aSM.WallRunState && oSM.aSM.currentState != oSM.aSM.WallIdleState && oSM.aSM.currentState != oSM.aSM.GrappleAirState && oSM.aSM.currentState != oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.NoneState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){

View File

@@ -14,6 +14,25 @@ public class OffenseNoneState : OffenseBaseState
public override void UpdateState(OffenseStateManager oSM){
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.IncapacitatedState);
}
else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.PunchState);
}
else{
oSM.SwitchState(oSM.KickState);
}
}
else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.AirPunchState);
}
else{
oSM.SwitchState(oSM.AirKickState);
}
}
}
public override void FixedUpdateState(OffenseStateManager oSM){