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 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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