mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
created a debug prefab
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@@ -0,0 +1,43 @@
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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 dNitroCooldownState : dNitroBaseState
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{
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bool cooldown = false; // whether or not cooldown has ended
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public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
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cooldown = false; // cooldown hasn't ended
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//start cooldown
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nSM.StartCoroutine(startCoolDown(nSM));
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}
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public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
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}
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public override void UpdateState(dNitroStateManager nSM){
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//if off cooldown and incapacitated then incapacitated
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if(cooldown && (nSM.mSM.currentState == nSM.mSM.RagdollState || nSM.mSM.currentState == nSM.mSM.RecoveringState)){
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nSM.SwitchState(nSM.IncapacitatedState);
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}
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//if off cooldown then None
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else if(cooldown){
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nSM.SwitchState(nSM.NoneState);
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}
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}
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public override void FixedUpdateState(dNitroStateManager nSM){
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}
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//cooldown timer
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private IEnumerator startCoolDown(dNitroStateManager nSM){
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//nSM.driver.startUICooldown("Nitro");
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yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
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cooldown = true;
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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: 0fb7f3ef3c9577f4287b92706af55e2f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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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 dNitroIncapacitatedState : dNitroBaseState
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{
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public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
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}
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public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
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}
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public override void UpdateState(dNitroStateManager nSM){
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//if no longer incapacitated then None
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if(nSM.mSM.currentState != nSM.mSM.RagdollState && nSM.mSM.currentState != nSM.mSM.RecoveringState){
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nSM.SwitchState(nSM.NoneState);
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}
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}
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public override void FixedUpdateState(dNitroStateManager nSM){
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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: 1508acc725507574c8ed912792441f18
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleVariant:
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@@ -0,0 +1,47 @@
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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 dNitroNitroingState : dNitroBaseState
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{
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private float tempTimer; // temporary timer
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private float actualMaxVel; // actual max velocity
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private float actualAcc; // actual acceleration
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public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
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actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
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actualAcc = nSM.pStats.Acc; // saves previous max acc
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nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
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nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
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tempTimer = 5; // how long we will be sped up
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}
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public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
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nSM.pStats.Acc = actualAcc; // reset acceleration
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nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
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}
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public override void UpdateState(dNitroStateManager nSM){
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//if still nitroing decrease timer
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if(tempTimer > 0){
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tempTimer -= .02f;
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}
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//otherwise cooldown
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else{
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nSM.SwitchState(nSM.CooldownState);
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}
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//if ragdolling then cooldown
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if(nSM.mSM.currentState == nSM.mSM.RagdollState){
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nSM.SwitchState(nSM.CooldownState);
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}
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}
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public override void FixedUpdateState(dNitroStateManager nSM){
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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: a43417b0cdae78446b79108e34bbf903
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleName:
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@@ -0,0 +1,38 @@
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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 dNitroNoneState : dNitroBaseState
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{
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public override void EnterState(dNitroStateManager nSM, dNitroBaseState previousState){
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}
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public override void ExitState(dNitroStateManager nSM, dNitroBaseState nextState){
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}
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public override void UpdateState(dNitroStateManager nSM){
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//if player has nitro
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if(nSM.pStats.HasNitro){
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//if ragdolling then incapacitiated
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if(nSM.mSM.currentState == nSM.mSM.RagdollState){
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nSM.SwitchState(nSM.IncapacitatedState);
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}
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//if pressing left shift then nitroing
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else if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)))
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{
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nSM.SwitchState(nSM.NitroingState);
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}
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}
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}
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public override void FixedUpdateState(dNitroStateManager nSM){
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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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MonoImporter:
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defaultReferences: []
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