mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
created a debug prefab
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@@ -0,0 +1,42 @@
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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 dOffenseCooldownState : dOffenseBaseState
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{
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bool cooldown = false; // whether or not cooldown is over
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public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
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cooldown = false; // cooldown isn't over
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//start cooldown
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oSM.StartCoroutine(kickCooldown());
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}
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public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
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}
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public override void UpdateState(dOffenseStateManager oSM){
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//if cooldown over and incapacitated then incapacitated
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if(cooldown && (oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.IncapacitatedState);
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}
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//if cooldown over then None
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else if(cooldown){
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oSM.SwitchState(oSM.NoneState);
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}
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}
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public override void FixedUpdateState(dOffenseStateManager oSM){
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}
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//kick cooldown
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private IEnumerator kickCooldown(){
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yield return new WaitForSeconds(.5f);
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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: 6057e16fd22e5bc4893db0d4392988d2
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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 dOffenseIncapacitatedState : dOffenseBaseState
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{
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public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
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}
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public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
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}
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public override void UpdateState(dOffenseStateManager oSM){
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//if no longer incapacitated then None
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if((oSM.mSM.currentState != oSM.mSM.RagdollState && oSM.mSM.currentState != oSM.mSM.SlideState && oSM.mSM.currentState != oSM.mSM.CrouchState && oSM.mSM.currentState != oSM.mSM.CrouchWalkState) && (oSM.aSM.currentState != oSM.aSM.WallRunState && oSM.aSM.currentState != oSM.aSM.WallIdleState && oSM.aSM.currentState != oSM.aSM.GrappleAirState && oSM.aSM.currentState != oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.NoneState);
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}
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}
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public override void FixedUpdateState(dOffenseStateManager oSM){
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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: a65473cdff4d4d343bd9fea0d2abf01b
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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 +1,55 @@
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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 dOffenseNoneState : dOffenseBaseState
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{
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public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
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}
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public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
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}
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public override void UpdateState(dOffenseStateManager oSM){
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//if incapacitated then incapacitated
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.IncapacitatedState);
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}
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//if grounded then grounded kick states
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else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
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//if power is above 300 then punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.PunchState);
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}
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//otherwise kick
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else{
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oSM.SwitchState(oSM.KickState);
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}
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}
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//if in the air
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else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
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//if power is above 300 air punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.AirPunchState);
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}
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//otherwise air kick
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else{
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oSM.SwitchState(oSM.AirKickState);
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}
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}
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}
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public override void FixedUpdateState(dOffenseStateManager oSM){
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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: 207ecd38b476de8458c6f495c74f01c5
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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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