updated networked grapple

This commit is contained in:
Melbyj1125 2022-04-25 15:24:35 -05:00
parent e072f3e181
commit 16a02b2332
6 changed files with 6 additions and 12 deletions

View File

@ -144,12 +144,6 @@ public class MoveStateManager : NetworkBehaviour
//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 != CrouchState && currentState != CrouchWalkState && currentState != RagdollState && currentState != RecoveringState)){
SwitchState(GrappleAirState);
}
}
//calls any logic in the update state from current state
currentState.UpdateState(this);

View File

@ -22,7 +22,7 @@ public class MoveIdleState : MoveBaseState
}
//If Q or joystick button1 crouch state
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.CrouchState);
}
}

View File

@ -26,7 +26,7 @@ public class MoveJogState : MoveBaseState
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.SlideState);
}
}

View File

@ -22,7 +22,7 @@ public class MoveRunState : MoveBaseState
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.SlideState);
}
}

View File

@ -26,7 +26,7 @@ public class MoveWalkState : MoveBaseState
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.SlideState);
}
}

View File

@ -30,10 +30,10 @@ EditorUserSettings:
value: 22424703114646680e0b0227036c731f1415016439262f2434
flags: 0
RecentlyUsedScenePath-8:
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
flags: 0
RecentlyUsedScenePath-9:
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
flags: 0
vcSharedLogLevel:
value: 0d5e400f0650