created a debug prefab

This commit is contained in:
Melbyj1125
2022-02-18 13:56:10 -06:00
parent 820b11dd61
commit 167f7840a0
108 changed files with 9076 additions and 123 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialFallingState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if Grav Vel > 0 then jumping
if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GlidingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wallrunning ands is in a state that allows it wallrun
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//Default gravity calculation
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGlidingState : dAerialBaseState
{
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
}
public override void UpdateState(dAerialStateManager aSM){
//if not holding jump fall
if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if isWallrunning and in state that allows it wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in state that allows it grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//modified gravity calculation to fall slower
aSM.GravityCalculation(9);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGroundedState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//release is false if grounded
aSM.release = false;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//base gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialJumpingState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if grav vel < 0 falling
if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//default gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple release then apply grapple release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGrappleAirState : dAerialBaseState
{
bool spaceHeld = true;
float ropeLength; // current rope length
float inclinationAngle; // inclination angle
float theta = -1; // theta for rope angle
Vector3 hookPointRight; // right vector of the hook point
Vector3 curXZDir; // current straight line between player and hook point ignoring y axis
Vector3 oldXZDir; // old straight line between player and hook point ignoring y axis
Vector3 swingDirection; // Swing direction
float swingSpeed = 10; // cur swing speed
Vector3 tensionDirection; // tension direction
float tensionForce; // tension force amplifier
float swingMom; // swing Mom amplifier
float oldSwingMom; // old swing Momentum amplifier
Vector3 momDirection; // momentum direction
Vector3 tensionMomDirection; // tension momentum direction
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//refresh jump number
aSM.curJumpNum = 0;
//rope length limit
ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
if(ropeLength > aSM.maxGrappleDistance){
ropeLength = aSM.maxGrappleDistance;
}
//old and cur direction vector for player to hookpoint
oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
curXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
//swing momentum calculation
swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
oldSwingMom = swingMom;
//Initialize variables
aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
aSM.release = false; // player hasn't released
aSM.lerpRelease = Vector3.zero; // reset lerp release
spaceHeld = true;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//If not going into grapple grounded state
if(nextState != aSM.GrappleGroundedState){
aSM.release = true;
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
}
//If going into grapple grounded state
else{
aSM.pStats.GravVel = 0;
aSM.forceDirection = Vector3.zero;
}
}
public override void UpdateState(dAerialStateManager aSM){
//if pressing E or ragdolling then falling
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
aSM.eHeld = false;
}
//if pressing Jump then jump
else if(Input.GetButton("Jump") && !spaceHeld){
aSM.SwitchState(aSM.JumpingState);
}
else if(!(Input.GetButton("Jump")) && spaceHeld){
spaceHeld = false;
}
//if grounded then grapple grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GrappleGroundedState);
}
//if wallrunning then wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
//Draw Line between player and hookpoint for debug purposes
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
//Calculate tether force direction based on hookpoint
if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
{
aSM.forceDirection = CalculateForceDirection(1, aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM) + RopeLengthOffset(aSM.hookPoint.transform.position, Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position), aSM);
}
else{
aSM.forceDirection = Vector3.zero;
}
//Move player based on their inputs
aSM.moveController.Move(SwingMoveController(aSM));
//if Swing Momentum isn't zero then move player
if(swingMom != 0){
aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
swingMom -= .5f;
}
if(swingMom<0) swingMom = 0;
//Calculate temp release at every position
aSM.tempRelease = CalculateSwingReleaseForce();
//Apply default gravity
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
//Calculate the tether direction vector and how much force that vector needs
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, dAerialStateManager aSM){
//tension direction and angle calculation
tensionDirection = (hPoint - aSM.transform.position).normalized;
inclinationAngle = Vector3.Angle((aSM.transform.position - hPoint).normalized, -aSM.transform.up);
theta = Mathf.Deg2Rad * inclinationAngle;
if(theta<=.1) theta = 0;
//How much force the tension needs
tensionForce = mass * -g * Mathf.Cos(theta);
//force direction calculation based on tension direction and force
Vector3 fDirection = tensionDirection * tensionForce;
//return force direction
return fDirection;
}
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, dAerialStateManager aSM){
tensionMomDirection = (hPoint - aSM.transform.position).normalized;
hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
oldSwingMom = swingMom;
oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
}
//current line between hookpoint and player
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
//return momentum dir * mom force
return (momDirection * Time.deltaTime * swingMom);
}
//Calculates the players initial swing momentum using their height and their current velocity
float CalculateSwingMom(float playerSpeed, dAerialStateManager aSM){
//Calculate the players height compared to the lowest point in the swing
float swingHeight = aSM.transform.position.y - (aSM.hookPoint.transform.position.y - ropeLength);
if(swingHeight <= 1){
swingHeight = 1;
}
//calculates swing momentum based on height ands speed
float sMom = playerSpeed + (swingHeight * 2.5f);
if(sMom > aSM.maxSwingMom){
sMom = aSM.maxSwingMom;
}
//returns swing momentum
return sMom;
}
//Special movement for the player while they swing
Vector3 SwingMoveController(dAerialStateManager aSM){
//WASD input
float inputVert = Input.GetAxis("Vertical");
float inputHor = Input.GetAxis("Horizontal");
//input is zero when nothing is pressed to prevent button easing values
if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
//Swingspeed build up
if((inputVert != 0 || inputHor != 0) && swingSpeed < aSM.maxSwingSpeed){
swingSpeed += aSM.swingAcc;
}
else if((inputVert != 0 || inputHor != 0) && swingSpeed >= aSM.maxSwingSpeed){
swingSpeed = aSM.maxSwingSpeed;
}
else if((inputVert == 0 && inputHor == 0)){
swingSpeed = aSM.minSwingSpeed;
}
//Swing direction based on player input
swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
//Swing movement with swing speed added
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
//returns swing movement vector
return (swingMovement);
}
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, dAerialStateManager aSM){
//How powerful our offset movement has to be
float offsetPower = ((curDistance - ropeLength) * 200f);
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized;
//returns rope offset direction * power
return tenDirOffset * offsetPower * Time.deltaTime;
}
Vector3 CalculateSwingReleaseForce(){
//Swing release direction
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
//if swingMom is low there is no release force
if(swingMom < 2){
return Vector3.zero;
}
//return swing release direction
return releaseSwingForceDirection * Time.deltaTime;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGrappleGroundedState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
aSM.release = false; // release is false when grounded
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if E is pressed or ragdolling then grounded
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.GroundedState);
}
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
aSM.eHeld = false;
}
//if not grounded and gravVel < 0 then grapple air
else if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.GrappleAirState);
}
//if distance between player and hookpoint is too far then grounded
else if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
aSM.SwitchState(aSM.GroundedState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
//Default gravity calculation
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialWallIdleState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
}
public override void FixedUpdateState(dAerialStateManager aSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialWallRunState : dAerialBaseState
{
bool spaceHeld = true;
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
aSM.pStats.GravVel = 0; // on entering reset grav vel
spaceHeld = true; // prevent accidental wall jumping
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if not wallrunning or are ragdolling then falling
if(!aSM.isWallRunning || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if space is pressed then jumping
else if(Input.GetButton("Jump") && !spaceHeld){
aSM.SwitchState(aSM.JumpingState);
}
else if(!Input.GetButton("Jump") && spaceHeld){
spaceHeld = false;
}
//if able to grapple then grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//Modified gravity calculation for wallrun
aSM.GravityCalculation(2);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class dAerialBaseState
{
public abstract void EnterState(dAerialStateManager aSM, dAerialBaseState previousState);
public abstract void ExitState(dAerialStateManager aSM, dAerialBaseState nextState);
public abstract void UpdateState(dAerialStateManager aSM);
public abstract void FixedUpdateState(dAerialStateManager aSM);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using MLAPI;
using UnityEngine.Rendering;
public class dAerialStateManager : NetworkBehaviour
{
////Player States
public dAerialBaseState currentState;
public dAerialBaseState previousState;
//Aerial States
public dAerialFallingState FallingState = new dAerialFallingState();
public dAerialGlidingState GlidingState = new dAerialGlidingState();
public dAerialGroundedState GroundedState = new dAerialGroundedState();
public dAerialJumpingState JumpingState = new dAerialJumpingState();
//Wallrunning States
public dAerialWallRunState WallRunState = new dAerialWallRunState();
public dAerialWallIdleState WallIdleState = new dAerialWallIdleState();
//Grappling States
public dAerialGrappleGroundedState GrappleGroundedState = new dAerialGrappleGroundedState();
public dAerialGrappleAirState GrappleAirState = new dAerialGrappleAirState();
////
////Objects Sections
GameObject parentObj; // Parent object
////
////Components Section
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM;
////
////Variables Section
//Jump Variables
public int curJumpNum; // current Jumps Used
public bool jumpHeld; // Jump is Held
bool jumpPressed; // Jamp was pressed
public float coyJumpTimer = 0.1f; // Default Coyote Jump time
public float curCoyJumpTimer = 0.1f; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
//Gravity Variables//
float maxG = -100; // max downwards velocity
//Ground Check
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
Ray groundRay; // ground ray
RaycastHit groundHit; // ground raycast
//Wallrun
float wallMaxDistance = 3f; // distance to wall that player can attach from
float minimumHeight = .1f; // minimum height player has to be
[Range(0.0f, 1.0f)]
float normalizedAngleThreshold = 0.1f; // angle player can attach to wall from
float jumpDuration = .02f; // jump duration
float wallBouncing = 3; // wall bouncing
Vector3[] directions; // cardinal direction to attach to wall
RaycastHit[] hits; // where we hit wall
public bool isWallRunning = false; // if player is wallrunning
Vector3 lastWallPosition; // last wall position
Vector3 lastWallNormal; // last wall normal
float elapsedTimeSinceJump = 0; // time since jump
float elapsedTimeSinceWallAttach = 0; // time since attached to wall
float elapsedTimeSinceWallDetatch = 0; // time since detached
bool jumping; // is player jumping
//Impact Variables
float mass = 5.0F; // mass variable for Impact
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
public float maxGrabDistance = 50;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
public float distance; // distance of hookpoints
public float maxGrappleDistance = 25; // Max Rope Length
public float maxSwingSpeed = 50; // max swing speed
public float minSwingSpeed = 20; // min swing speed
public float swingAcc = 3f; // swing acceleration
public float maxSwingMom = 60; // max swing momentum
public bool release = false; // has player ungrappled
public Vector3 tempRelease; // temporary release force vector
public Vector3 lerpRelease; // lerped release force vector
public Vector3 forceDirection; // force direction vector
public bool eHeld; // is e being held
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<dMoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = GroundedState;
previousState = GroundedState;
currentState.EnterState(this, previousState);
////Initialize Variables
//Wallrun Variables
directions = new Vector3[]{
Vector3.right,
Vector3.right + Vector3.forward,
Vector3.forward,
Vector3.left + Vector3.forward,
Vector3.left
};
//Grapple Variables
hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
////
}
void Update(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
//Some functions that need to be active if move controller is active
if(moveController.enabled){
//Allows player to jump
Jump();
//checks ground
GroundCheck();
//Applies downwards movement
DownwardMovement();
//if player has wallrun then do wall run routine
if(pStats.HasWallrun){
WallRunRoutine();
}
//Dissipates Impact
DissipateImpact();
}
else{
//Gravity without moveController
pStats.GravVel -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,pStats.GravVel,0));
}
}
public void SwitchState(dAerialBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
////Jump & Gravity Calculations
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
public void GravityCalculation(float grav){
if(moveController.enabled){
//apply slight upwards force for jump smoothing when g < 0
if(pStats.GravVel < 0){
pStats.GravVel += grav * (fallMultiplier - 1) * Time.deltaTime;
}
//apply smaller upwards force if jump is released early when jumping creating a short jump
else if (pStats.GravVel > 0 && !Input.GetButton("Jump")){
pStats.GravVel += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
}
//apply gravity if not grounded and coyote timer is less than 0
if((isGrounded == false && curCoyJumpTimer <= 0) || currentState == GrappleAirState){
pStats.GravVel -= grav * Time.deltaTime;
}
//else don't apply gravity
else{
pStats.GravVel = 0;
}
//Caps out the players downwards speed
if(pStats.GravVel < maxG){
pStats.GravVel = maxG;
}
}
}
//Checks if player is grounded
void GroundCheck(){
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
// reset values before the ground check
isGrounded = false;
groundRay = new Ray(moveController.transform.position, Vector3.down);
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed)
{
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
{
isGrounded = true;
// handle snapping to the ground
if (groundHit.distance > moveController.skinWidth && currentState != GrappleAirState)
{
moveController.Move(Vector3.down * groundHit.distance);
}
}
}
}
//Actually applies the downwards movement
void DownwardMovement(){
Vector3 moveY = new Vector3(0,pStats.GravVel,0) * Time.deltaTime;
if(currentState == GrappleAirState){
moveY = (new Vector3(0,pStats.GravVel,0) + forceDirection) * Time.deltaTime;
}
moveController.Move(moveY);
}
//applies Jump values and Variables
void Jump(){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum)
{
if(currentState == WallRunState){
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
pStats.GravVel = pStats.JumpPow;
curJumpNum = 0;
}
else{
pStats.GravVel = pStats.JumpPow;
}
curJumpNum++;
jumpHeld = true;
jumpPressed = true;
}
//If grounded no jumps have been used and coyote Timer is refreshed
if(isGrounded && pStats.GravVel == 0){
curCoyJumpTimer = coyJumpTimer;
curJumpNum = 0;
}
//else start the coyote timer
else curCoyJumpTimer -= Time.deltaTime;
//if jump is being held coyote timer is zero
if(jumpHeld) curCoyJumpTimer = 0;
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
if(pStats.GravVel < 0){
jumpPressed = false;
}
}
//Apply Impact for when force needs to be applied without ragdolling
public void AddImpact(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
//Normalize direction multiply by force and add it to the impact
dir.Normalize();
if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground
impact += dir.normalized * force / mass;
}
//Dissipates Impact Force
void DissipateImpact(){
//if suffiecient impact magnitude is applied then move player
if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime);
// consumes the impact energy each cycle:
impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime);
}
////
////Wallrun Functions
//Checks if they can wallrun
public bool CanWallRun(){
float verticalAxis = Input.GetAxisRaw("Vertical");
return !isGrounded && verticalAxis > 0 && !Physics.Raycast(transform.position, Vector3.down, minimumHeight);
}
//checks if they can attach
bool CanAttach(){
if(jumping)
{
elapsedTimeSinceJump += Time.deltaTime;
if(elapsedTimeSinceJump > jumpDuration)
{
elapsedTimeSinceJump = 0;
jumping = false;
}
return false;
}
return true;
}
//On Wall calulations
void OnWall(RaycastHit hit){
float d = Vector3.Dot(hit.normal, Vector3.up);
if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold)
{
Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up);
float vertical = Input.GetAxisRaw("Vertical");
//Vector3 alongWall = transform.TransformDirection(Vector3.forward);
// Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green);
// Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta);
Vector3 moveToSet = alongWall * vertical * mSM.PlayerSpeed() * Time.deltaTime;
Vector3 velNorm = mSM.vel;
velNorm.Normalize();
moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z);
Vector3 moveToSetNorm = moveToSet;
moveToSetNorm.Normalize();
if((moveToSetNorm.x < 0 && velNorm.x > 0)){
moveToSet.x = (moveToSet.x * -velNorm.x);
}
else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){
moveToSet.x = (-moveToSet.x * -velNorm.x);
}
if((moveToSetNorm.z < 0 && velNorm.z > 0)){
moveToSet.z = (moveToSet.z * -velNorm.z);
}
else if((moveToSetNorm.z > 0 && velNorm.z < 0)){
moveToSet.z = (-moveToSet.z * -velNorm.z);
}
moveToSet.y = 0;
//
mSM.vel = moveToSet;
if(!isWallRunning){
isWallRunning = true;
}
if(curJumpNum == mSM.pStats.JumpNum){
curJumpNum = 0;
}
}
}
//Calculate wall direction
float CalculateSide(){
if(isWallRunning)
{
Vector3 heading = lastWallPosition - transform.position;
Vector3 perp = Vector3.Cross(transform.forward, heading);
float dir = Vector3.Dot(perp, transform.up);
return dir;
}
return 0;
}
//The Wallrun Routine itself
void WallRunRoutine(){
//if (!IsLocalPlayer) { return; }
isWallRunning = false;
hits = new RaycastHit[directions.Length];
if(jumpHeld)
{
jumping = true;
}
if(CanAttach())
{
for(int i=0; i<directions.Length; i++)
{
Vector3 dir = transform.TransformDirection(directions[i]);
Physics.Raycast(transform.position, dir, out hits[i], wallMaxDistance);
if(hits[i].collider != null)
{
Debug.DrawRay(transform.position, dir * hits[i].distance, Color.green);
}
else
{
Debug.DrawRay(transform.position, dir * wallMaxDistance, Color.red);
}
}
if(CanWallRun())
{
hits = hits.ToList().Where(h => h.collider != null).OrderBy(h => h.distance).ToArray();
if(hits.Length > 0)
{
if(hits[0].collider.tag == "WallRun")
{
OnWall(hits[0]);
lastWallPosition = hits[0].point;
lastWallNormal = hits[0].normal;
}
}
}
}
if(isWallRunning)
{
elapsedTimeSinceWallDetatch = 0;
elapsedTimeSinceWallAttach += Time.deltaTime;
}
else
{
elapsedTimeSinceWallAttach = 0;
elapsedTimeSinceWallDetatch += Time.deltaTime;
}
}
//The Direction the player jumps on wall detachment
public Vector3 GetWallJumpDirection(){
return lastWallNormal * wallBouncing + (transform.up);
}
////
////Grapple Functions
//Checks if the player can grapple
public bool CheckGrapple(){
if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit
{
hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance
if (hookPointIndex != -1) //If there is a hookpoint
{
hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from
eHeld = true;
return true;
}
}
return false;
}
//Finds the nearest hook to the player
int FindHookPoint()
{
float least = maxGrabDistance;
int index = -1;
for(int i = 0; i<hookPoints.Length; i++)
{
distance = Vector3.Distance(gameObject.transform.position, hookPoints[i].transform.position);
if (distance <= least)
{
index = i;
}
}
return index;
}
//lerped grapple release force and dissipation of it
public void GrappleReleaseForce(){
if(release){
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 9f * Time.deltaTime);
tempRelease *= .98f;
moveController.Move(lerpRelease);
}
}
////
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dDashCooldownState : dDashBaseState
{
bool cooldown = false; // is cooldown over
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
cooldown = false; // sets cooldown
dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
}
public override void UpdateState(dDashStateManager dSM){
//if after cooldown player is incapacitated still then Incapacitated
if(cooldown && (dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.RecoveringState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState)){
dSM.SwitchState(dSM.IncapacitatedState);
}
//if cooldown is over then None
else if(cooldown){
dSM.SwitchState(dSM.NoneState);
}
}
public override void FixedUpdateState(dDashStateManager dSM){
}
//cooldown function
private IEnumerator startCoolDown(dDashStateManager dSM){
//dSM.driver.startUICooldown(dashItem.name);
yield return new WaitForSeconds(dSM.dashItem.cooldownM);
cooldown = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dDashDashingState : dDashBaseState
{
Vector3 moveDirection; // direction vector
const float maxDashTime = .8f; // max dash time
float dashDistance = 10; // distance to dash
float dashStoppingSpeed = 0.1f; // how quickly they stop
float currentDashTime = maxDashTime; // current dash time
float dashSpeed = 12; // dash speed
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
currentDashTime = 0; // resets dash time
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
moveDirection = Vector3.zero; // resets moveDirection
}
public override void UpdateState(dDashStateManager dSM){
//if dash timer is active then move player
if(currentDashTime < maxDashTime){
moveDirection = dSM.transform.forward * dashDistance;
currentDashTime += dashStoppingSpeed;
}
//if dashtimer runs out then cooldown
else{
dSM.SwitchState(dSM.CooldownState);
}
//if player becomes incapacitated then cooldown
if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
dSM.SwitchState(dSM.CooldownState);
}
}
public override void FixedUpdateState(dDashStateManager dSM){
//Actually moves the player
dSM.moveController.Move(moveDirection * Time.deltaTime * dashSpeed);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dDashIncapacitatedState : dDashBaseState
{
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
}
public override void UpdateState(dDashStateManager dSM){
//if no longer incapacitated then None
if(dSM.mSM.currentState != dSM.mSM.RagdollState && dSM.mSM.currentState != dSM.mSM.RecoveringState && dSM.mSM.currentState != dSM.mSM.SlideState && dSM.mSM.currentState != dSM.mSM.CrouchState && dSM.mSM.currentState != dSM.mSM.CrouchWalkState){
dSM.SwitchState(dSM.NoneState);
}
}
public override void FixedUpdateState(dDashStateManager dSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dDashNoneState : dDashBaseState
{
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
}
public override void UpdateState(dDashStateManager dSM){
//checks if player has dash
if(dSM.pStats.HasDash){
//if incapacitated then incapacitated
if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
dSM.SwitchState(dSM.IncapacitatedState);
}
//if R key then Dashing
else if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){
dSM.SwitchState(dSM.DashingState);
}
}
}
public override void FixedUpdateState(dDashStateManager dSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class dDashBaseState
{
public abstract void EnterState(dDashStateManager dSM, dDashBaseState previousState);
public abstract void ExitState(dDashStateManager dSM, dDashBaseState nextState);
public abstract void UpdateState(dDashStateManager dSM);
public abstract void FixedUpdateState(dDashStateManager dSM);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
public class dDashStateManager : NetworkBehaviour
{
////Player States
public dDashBaseState currentState;
public dDashBaseState previousState;
//Dash States
public dDashNoneState NoneState = new dDashNoneState();
public dDashIncapacitatedState IncapacitatedState = new dDashIncapacitatedState();
public dDashCooldownState CooldownState = new dDashCooldownState();
public dDashDashingState DashingState = new dDashDashingState();
////
////Components Section
public CharacterController moveController; // Character Controller
Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // movement state manager
public CoolDown driver; // cooldown driver
////
////Items Section
public SpecialItem dashItem; // dash item
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<dMoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = NoneState;
previousState = NoneState;
currentState.EnterState(this, previousState);
}
void Update(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(dDashBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveGrappleAirState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.driftVel = Vector3.zero; // clears driftVel
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//checks if aerial state manager is no longer air grappling
if(mSM.aSM.currentState != mSM.aSM.GrappleAirState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
else{
mSM.SwitchState(mSM.RunState);
}
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//Directional movement to prevent weird movement issue
mSM.DirectionalMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveRagdollState : dMoveBaseState
{
float ragTime; // ragdoll timer
Vector3 prevRot; // previous rotation before ragdolled
bool beginRagTimer = false; // whether ragtimer has started
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
prevRot = mSM.transform.localEulerAngles; // save previous rotation
mSM.capCol.enabled = true; // enable capsule collider
mSM.moveController.enabled = false; // disable move controller
mSM.rB.isKinematic = false; // disable kinematic
mSM.rB.detectCollisions = true; // detect collisions
//apply force
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.pStats.GravVel = 50; // resets gravVel
mSM.capCol.enabled = false; // disable capsule collider
mSM.moveController.enabled = true; // enable move controller
mSM.rB.isKinematic = true; // enable kinematic
mSM.rB.detectCollisions = false; // detect collisions false
mSM.transform.localEulerAngles = prevRot; // reset player rotation
}
public override void UpdateState(dMoveStateManager mSM){
//if player hasn't touched the ground don't start timer
if(!beginRagTimer){
beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
}
//start timer
else{
ragTime -= Time.deltaTime;
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//if ragtimer is over then recover
if(ragTime <= 0 && beginRagTimer){
ragTime = 0;
beginRagTimer = false;
mSM.SwitchState(mSM.RecoveringState);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveRecoveringState : dMoveBaseState
{
////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.CancelMomentum(); // reset player variables
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//swap to idle state
mSM.SwitchState(mSM.IdleState);
}
public override void FixedUpdateState(dMoveStateManager mSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveCrouchState : dMoveBaseState
{
//Slide Variables
RaycastHit slideRay; // slide raycast
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//if not coming from slide state then rotate player and adjust height
if(previousState != mSM.SlideState){
mSM.pStats.CurVel = 0;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
mSM.moveController.height *= .5f;
}
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
//if next state isn't crouch walk revert rotation, speed, and height
if(nextState != mSM.CrouchWalkState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.moveController.height *= 2.0f;
}
}
public override void UpdateState(dMoveStateManager mSM){
}
public override void FixedUpdateState(dMoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
mSM.SwitchState(mSM.IdleState);
}
else{
Debug.Log("Object above you");
}
}
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
ExitCrouchState(mSM);
mSM.SwitchState(mSM.IdleState);
}
*/
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveCrouchWalkState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
}
public override void FixedUpdateState(dMoveStateManager mSM){
/*
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveSlideState : dMoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
//if next state isn't crouch then revert player rotation, height, and traction
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.moveController.height *= 2.0f;
}
//if state is crouch revert traction
else{
mSM.pStats.Traction = originalTraction;
}
}
public override void UpdateState(dMoveStateManager mSM){
//if player comes to a stop while sliding they crouch
if(mSM.calculatedCurVel < mSM.idleLimit){
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//counter rotates player so they don't rotate when camera is turned
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
//steadily increase traction
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
else{
mSM.SwitchState(mSM.RunState);
}
}
else{
Debug.Log("Object above you");
}
}
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
//actual slide movement
mSM.SlideMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveIdleState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//Move to Walk State after speed increases
if(mSM.calculatedCurVel >= mSM.idleLimit){
mSM.SwitchState(mSM.WalkState);
}
//If Q or joystick button1 crouch state
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//actual directional movement
mSM.DirectionalMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveJogState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//move to run state if speed increases
if(mSM.calculatedCurVel >= mSM.runLimit){
mSM.SwitchState(mSM.RunState);
}
//move to walk if speed decreases
else if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//actual directional movment
mSM.DirectionalMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveRunState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//move to Jog if speed decreases
if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//actual direction movement
mSM.DirectionalMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveWalkState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
}
public override void UpdateState(dMoveStateManager mSM){
//move to Jog if speed increases
if(mSM.calculatedCurVel >= mSM.jogLimit){
mSM.SwitchState(mSM.JogState);
}
//move to Idle if speed decreases
else if(mSM.calculatedCurVel < mSM.idleLimit){
mSM.SwitchState(mSM.IdleState);
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//actual directional movemnt
mSM.DirectionalMovement();
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class dMoveBaseState
{
public abstract void EnterState(dMoveStateManager mSM, dMoveBaseState previousState);
public abstract void ExitState(dMoveStateManager mSM, dMoveBaseState nextState);
public abstract void UpdateState(dMoveStateManager mSM);
public abstract void FixedUpdateState(dMoveStateManager mSM);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
public class dMoveStateManager : NetworkBehaviour
{
////Player States
public dMoveBaseState currentState;
public dMoveBaseState previousState;
//WASD States
public dMoveIdleState IdleState = new dMoveIdleState();
public dMoveWalkState WalkState = new dMoveWalkState();
public dMoveJogState JogState = new dMoveJogState();
public dMoveRunState RunState = new dMoveRunState();
//Slide States
public dMoveSlideState SlideState = new dMoveSlideState();
public dMoveCrouchState CrouchState = new dMoveCrouchState();
public dMoveCrouchWalkState CrouchWalkState = new dMoveCrouchWalkState();
//Incapitated States
public dMoveRagdollState RagdollState = new dMoveRagdollState();
public dMoveRecoveringState RecoveringState = new dMoveRecoveringState();
//Grapple States
public dMoveGrappleAirState GrappleAirState = new dMoveGrappleAirState();
////
////Objects Sections
private GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
public CharacterController moveController; // Character Controller
public Rigidbody rB; // Players Rigidbody
public CapsuleCollider capCol; // Players Capsule Collider
private Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dAerialStateManager aSM;
////
////State Transition Variables
public float idleLimit = .3f;
public float walkLimit = 10.0f;
public float jogLimit = 20f;
public float runLimit = 30f;
////
////Player Variables Section
//Speed Variables
public Vector3 vel; // moveZ + moveX
private Vector3 moveZ; // Local Horizontal Vector
private Vector3 moveX; // Local Vertical Vector
public Vector3 driftVel; // Lerped Movement Vector
public float calculatedCurVel; // calculated current vel using driftVel
//Slide Variables
public Vector3 slideUp; // Slide upwards direction
//Camera Variables
private Vector3 camRotation; // cameras camera rotation vector
[Range(-45, -15)]
public int minAngle = -18; // minimum downwards cam angle
[Range(30, 80)]
public int maxAngle = 30; // Max upwards cam angle
[Range(50, 500)]
public int sensitivity = 200; // Camera sensitivity
//Ragdoll Variables
public Vector3 dirHit; // Direction hit
public float distToGround; // distance to ground
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
aSM = GetComponent<dAerialStateManager>(); // aerial state manager
////
}
// Start is called before the first frame update
void Start()
{
//players starting state
currentState = IdleState;
previousState = IdleState;
currentState.EnterState(this, previousState);
//Slide Upwards Variable
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
//if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
}
// Update is called once per frame
void Update()
{
//if (!IsLocalPlayer) { return; }
//calculates vel using driftVel will need to be relocated
calculatedCurVel = driftVel.magnitude * 50f;
//if grappling in aerial state manager swap to grapple here
if(currentState != GrappleAirState){
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){
SwitchState(GrappleAirState);
}
}
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//if (!IsLocalPlayer) { return; }
//if camera is enabled then rotate
if(cam.enabled) Rotation();
else Debug.Log("Cam Disabled");
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(dMoveBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
////Broad Functions
//Player Speed Calculator
public float PlayerSpeed(){
//If nothing is pressed speed is 0
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f))
{
pStats.CurVel = 0.0f;
return pStats.CurVel;
}
//If current speed is below min when pressed set to minimum speed
else if (pStats.CurVel < pStats.MinVel)
{
pStats.CurVel = pStats.MinVel;
return pStats.MinVel;
}
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
else if (pStats.CurVel >= pStats.MaxVel)
{
pStats.CurVel = pStats.MaxVel;
return pStats.CurVel;
}
//case if somehow they escape this check
else{
Debug.Log("Something has gone wrong with the PlayerSpeed()");
return -1;
}
}
//Wasd movement using player speed
public void DirectionalMovement(){
//Keyboard inputs
//Checks if movement keys have been pressed and calculates correct vector
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
if(currentState == GrappleAirState){
driftVel = Vector3.zero;
}
//Actually move he player
moveController.Move(driftVel);
}
//Slide movement
public void SlideMovement(){
moveX = Vector3.zero;
moveZ = Vector3.zero;
//Adds vectors based on movement keys and other conditions to check what the
//player vector should be under the circumstances
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
//Actually move he player
moveController.Move(driftVel);
}
//Camera and player rotation
private void Rotation(){
//If moveController is enabled allow Camera control
if(moveController.enabled){
//if input is received from Mouse X
if (Input.GetAxis("Mouse X") != 0){
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
}
//if input is received from right analog stick (horizontal)
else if(Input.GetAxis("HorizontalCam") != 0){
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
}
//if input is if input is received from Mouse Y
if (Input.GetAxis("Mouse Y") != 0)
{
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
cam.transform.localEulerAngles = camRotation;
}
//if input is received from right analog stick (vertical)
else if (Input.GetAxis("VerticalTurn") != 0){
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
cam.transform.localEulerAngles = camRotation;
}
}
}
//Get hit into a ragdoll
public void GetHit(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
dir.Normalize();
dirHit = dir * force;
SwitchState(RagdollState);
}
//remove player momentum
public void CancelMomentum(){
pStats.CurVel = 0;
vel = Vector3.zero;
moveX = Vector3.zero;
moveZ = Vector3.zero;
driftVel = Vector3.zero;
}
////
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitroCooldownState : dNitroBaseState
{
bool cooldown = false; // whether or not cooldown has ended
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
cooldown = false; // cooldown hasn't ended
//start cooldown
nSM.StartCoroutine(startCoolDown(nSM));
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
}
public override void UpdateState(dNitroStateManager nSM){
//if off cooldown and incapacitated then incapacitated
if(cooldown && (nSM.mSM.currentState == nSM.mSM.RagdollState || nSM.mSM.currentState == nSM.mSM.RecoveringState)){
nSM.SwitchState(nSM.IncapacitatedState);
}
//if off cooldown then None
else if(cooldown){
nSM.SwitchState(nSM.NoneState);
}
}
public override void FixedUpdateState(dNitroStateManager nSM){
}
//cooldown timer
private IEnumerator startCoolDown(dNitroStateManager nSM){
//nSM.driver.startUICooldown("Nitro");
yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
cooldown = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitroIncapacitatedState : dNitroBaseState
{
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
}
public override void UpdateState(dNitroStateManager nSM){
//if no longer incapacitated then None
if(nSM.mSM.currentState != nSM.mSM.RagdollState && nSM.mSM.currentState != nSM.mSM.RecoveringState){
nSM.SwitchState(nSM.NoneState);
}
}
public override void FixedUpdateState(dNitroStateManager nSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitroNitroingState : dNitroBaseState
{
private float tempTimer; // temporary timer
private float actualMaxVel; // actual max velocity
private float actualAcc; // actual acceleration
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
actualAcc = nSM.pStats.Acc; // saves previous max acc
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
tempTimer = 5; // how long we will be sped up
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
nSM.pStats.Acc = actualAcc; // reset acceleration
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
}
public override void UpdateState(dNitroStateManager nSM){
//if still nitroing decrease timer
if(tempTimer > 0){
tempTimer -= .02f;
}
//otherwise cooldown
else{
nSM.SwitchState(nSM.CooldownState);
}
//if ragdolling then cooldown
if(nSM.mSM.currentState == nSM.mSM.RagdollState){
nSM.SwitchState(nSM.CooldownState);
}
}
public override void FixedUpdateState(dNitroStateManager nSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dNitroNoneState : dNitroBaseState
{
public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
}
public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
}
public override void UpdateState(dNitroStateManager nSM){
//if player has nitro
if(nSM.pStats.HasNitro){
//if ragdolling then incapacitiated
if(nSM.mSM.currentState == nSM.mSM.RagdollState){
nSM.SwitchState(nSM.IncapacitatedState);
}
//if pressing left shift then nitroing
else if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)))
{
nSM.SwitchState(nSM.NitroingState);
}
}
}
public override void FixedUpdateState(dNitroStateManager nSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class dNitroBaseState
{
public abstract void EnterState(dNitroStateManager nSM, dNitroBaseState previousState);
public abstract void ExitState(dNitroStateManager nSM, dNitroBaseState nextState);
public abstract void UpdateState(dNitroStateManager nSM);
public abstract void FixedUpdateState(dNitroStateManager nSM);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
public class dNitroStateManager : NetworkBehaviour
{
////Player States
public dNitroBaseState currentState;
public dNitroBaseState previousState;
//Nitro States
public dNitroNoneState NoneState = new dNitroNoneState();
public dNitroIncapacitatedState IncapacitatedState = new dNitroIncapacitatedState();
public dNitroCooldownState CooldownState = new dNitroCooldownState();
public dNitroNitroingState NitroingState = new dNitroNitroingState();
////
////Objects Sections
GameObject parentObj; // Parent object
////
////Components Section
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
CapsuleCollider capCol; // Players Capsule Collider
Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // move state manager
public CoolDown driver; // cooldown driver
////
////Items Section
public SpecialItem nitroItem; // nitro item
////
////Variables Section
public float nitroVelBoost = 40;
public float nitroAccBoost = .4f;
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<dMoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = NoneState;
previousState = NoneState;
currentState.EnterState(this, previousState);
}
void Update(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(dNitroBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseAirKickState : dOffenseBaseState
{
private float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(8f));
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(dOffenseStateManager oSM){
//if incapacitated then cooldown
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.CooldownState);
}
//if kicked or grounded then cooldown
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseAirPunchState : dOffenseBaseState
{
private float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(8f));
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(dOffenseStateManager oSM){
//if incapacitated then cooldown
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.CooldownState);
}
//if kicked or grounded then cooldown
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseKickState : dOffenseBaseState
{
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(dOffenseStateManager oSM){
//if incapacitated then cooldown
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.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
}
else{
legRotation = -90;
}
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffensePunchState : dOffenseBaseState
{
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // deactivate leg
}
public override void UpdateState(dOffenseStateManager oSM){
//if incapacitated then cooldown
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.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
}
else{
legRotation = -90;
}
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseCooldownState : dOffenseBaseState
{
bool cooldown = false; // whether or not cooldown is over
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
cooldown = false; // cooldown isn't over
//start cooldown
oSM.StartCoroutine(kickCooldown());
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
}
public override void UpdateState(dOffenseStateManager oSM){
//if cooldown over and incapacitated then incapacitated
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);
}
//if cooldown over then None
else if(cooldown){
oSM.SwitchState(oSM.NoneState);
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
}
//kick cooldown
private IEnumerator kickCooldown(){
yield return new WaitForSeconds(.5f);
cooldown = true;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseIncapacitatedState : dOffenseBaseState
{
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
}
public override void UpdateState(dOffenseStateManager oSM){
//if no longer incapacitated then None
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(dOffenseStateManager oSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dOffenseNoneState : dOffenseBaseState
{
public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
}
public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
}
public override void UpdateState(dOffenseStateManager oSM){
//if incapacitated then incapacitated
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);
}
//if grounded then grounded kick states
else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
//if power is above 300 then punch
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.PunchState);
}
//otherwise kick
else{
oSM.SwitchState(oSM.KickState);
}
}
//if in the air
else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
//if power is above 300 air punch
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.AirPunchState);
}
//otherwise air kick
else{
oSM.SwitchState(oSM.AirKickState);
}
}
}
public override void FixedUpdateState(dOffenseStateManager oSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class dOffenseBaseState
{
public abstract void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState);
public abstract void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState);
public abstract void UpdateState(dOffenseStateManager oSM);
public abstract void FixedUpdateState(dOffenseStateManager oSM);
}

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