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 +1,41 @@
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;
}
}