mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 01:44:30 -05:00
created a debug prefab
This commit is contained in:
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveGrappleAirState : dMoveBaseState
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{
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.driftVel = Vector3.zero; // clears driftVel
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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}
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public override void UpdateState(dMoveStateManager mSM){
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//checks if aerial state manager is no longer air grappling
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if(mSM.aSM.currentState != mSM.aSM.GrappleAirState){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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mSM.SwitchState(mSM.JogState);
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}
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else{
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mSM.SwitchState(mSM.RunState);
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}
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}
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}
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public override void FixedUpdateState(dMoveStateManager mSM){
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//Directional movement to prevent weird movement issue
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mSM.DirectionalMovement();
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}
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}
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,59 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveRagdollState : dMoveBaseState
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{
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float ragTime; // ragdoll timer
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Vector3 prevRot; // previous rotation before ragdolled
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bool beginRagTimer = false; // whether ragtimer has started
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
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prevRot = mSM.transform.localEulerAngles; // save previous rotation
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mSM.capCol.enabled = true; // enable capsule collider
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mSM.moveController.enabled = false; // disable move controller
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mSM.rB.isKinematic = false; // disable kinematic
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mSM.rB.detectCollisions = true; // detect collisions
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//apply force
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mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.pStats.GravVel = 50; // resets gravVel
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mSM.capCol.enabled = false; // disable capsule collider
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mSM.moveController.enabled = true; // enable move controller
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mSM.rB.isKinematic = true; // enable kinematic
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mSM.rB.detectCollisions = false; // detect collisions false
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mSM.transform.localEulerAngles = prevRot; // reset player rotation
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}
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public override void UpdateState(dMoveStateManager mSM){
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//if player hasn't touched the ground don't start timer
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if(!beginRagTimer){
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beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
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}
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//start timer
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else{
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ragTime -= Time.deltaTime;
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}
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}
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public override void FixedUpdateState(dMoveStateManager mSM){
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//if ragtimer is over then recover
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if(ragTime <= 0 && beginRagTimer){
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ragTime = 0;
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beginRagTimer = false;
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mSM.SwitchState(mSM.RecoveringState);
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}
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}
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}
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fileFormatVersion: 2
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guid: 1a433937d5c90394886371cef684677b
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serializedVersion: 2
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@@ -0,0 +1,26 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveRecoveringState : dMoveBaseState
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{
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////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.CancelMomentum(); // reset player variables
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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}
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public override void UpdateState(dMoveStateManager mSM){
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//swap to idle state
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mSM.SwitchState(mSM.IdleState);
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}
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public override void FixedUpdateState(dMoveStateManager mSM){
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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@@ -0,0 +1,59 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveCrouchState : dMoveBaseState
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{
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//Slide Variables
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RaycastHit slideRay; // slide raycast
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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//if not coming from slide state then rotate player and adjust height
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if(previousState != mSM.SlideState){
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mSM.pStats.CurVel = 0;
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mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
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mSM.moveController.height *= .5f;
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}
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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//if next state isn't crouch walk revert rotation, speed, and height
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if(nextState != mSM.CrouchWalkState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.moveController.height *= 2.0f;
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}
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}
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public override void UpdateState(dMoveStateManager mSM){
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}
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public override void FixedUpdateState(dMoveStateManager mSM){
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mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
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//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
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mSM.SwitchState(mSM.IdleState);
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}
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else{
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Debug.Log("Object above you");
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}
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}
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/*
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//If falling stop sliding and go to wasd states
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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ExitCrouchState(mSM);
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mSM.SwitchState(mSM.IdleState);
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}
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*/
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}
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}
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@@ -0,0 +1,11 @@
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||||
fileFormatVersion: 2
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guid: 68982636ca83cdf4a951928206dd334f
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@@ -0,0 +1,40 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveCrouchWalkState : dMoveBaseState
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{
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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||||
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}
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||||
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public override void UpdateState(dMoveStateManager mSM){
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}
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public override void FixedUpdateState(dMoveStateManager mSM){
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/*
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.JogState);
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}
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else{
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.RunState);
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||||
}
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||||
}
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||||
*/
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||||
}
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||||
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||||
}
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||||
@@ -0,0 +1,11 @@
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||||
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@@ -0,0 +1,97 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dMoveSlideState : dMoveBaseState
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{
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//Slide Variables
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float originalTraction; // Traction before slide started
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RaycastHit slideRay; // slide raycast
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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//Rotate player and adjust height and adjust traction
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mSM.pStats.CurVel = 0;
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originalTraction = mSM.pStats.Traction;
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mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
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mSM.moveController.height *= .5f;
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mSM.pStats.Traction = 0.01f;
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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//if next state isn't crouch then revert player rotation, height, and traction
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if(nextState != mSM.CrouchState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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//if state is crouch revert traction
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else{
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mSM.pStats.Traction = originalTraction;
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}
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||||
}
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||||
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||||
public override void UpdateState(dMoveStateManager mSM){
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||||
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//if player comes to a stop while sliding they crouch
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if(mSM.calculatedCurVel < mSM.idleLimit){
|
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mSM.SwitchState(mSM.CrouchState);
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||||
}
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||||
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||||
}
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||||
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||||
public override void FixedUpdateState(dMoveStateManager mSM){
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||||
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//counter rotates player so they don't rotate when camera is turned
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||||
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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||||
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||||
//steadily increase traction
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||||
mSM.pStats.Traction += .004f;
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||||
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||||
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
|
||||
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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||||
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
|
||||
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||||
//Determine which state to go into based on player speed
|
||||
if(mSM.calculatedCurVel < mSM.walkLimit){
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||||
mSM.SwitchState(mSM.WalkState);
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||||
}
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||||
else if(mSM.calculatedCurVel < mSM.runLimit){
|
||||
mSM.SwitchState(mSM.JogState);
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||||
}
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||||
else{
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||||
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){
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||||
//Determine which state to go into based on player speed
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||||
if(mSM.calculatedCurVel < mSM.walkLimit){
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||||
SlideToMoveState(mSM);
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||||
mSM.SwitchState(mSM.WalkState);
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||||
}
|
||||
else if(mSM.calculatedCurVel < mSM.runLimit){
|
||||
SlideToMoveState(mSM);
|
||||
mSM.SwitchState(mSM.JogState);
|
||||
}
|
||||
else{
|
||||
SlideToMoveState(mSM);
|
||||
mSM.SwitchState(mSM.RunState);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//actual slide movement
|
||||
mSM.SlideMovement();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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||||
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@@ -0,0 +1,33 @@
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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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
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@@ -0,0 +1,37 @@
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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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e8c43483291311242a8bfaaeb5a7728c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,32 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e0d2cf4d9d69a749a2df71f0c77f78c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,36 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 158973e7b7bff7843977ff34ddea87f7
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,11 @@
|
||||
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);
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 04e8eb3bf333b6446ace02183df6dc52
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,276 @@
|
||||
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;
|
||||
}
|
||||
////
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9e5dfab4fa1cb9547a860b23f54e51f8
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user