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

View File

@@ -0,0 +1,55 @@
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();
}
}
}