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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
weather wheel and weather adjustments
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@@ -4,19 +4,17 @@ using UnityEngine;
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public class AerialGlidingState : AerialBaseState
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{
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float tempTraction; // temp traction to store the actual player traction
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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//Modify base traction
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tempTraction = aSM.pStats.Traction;
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aSM.pStats.Traction = 1.0f;
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aSM.pStats.CurTraction = 1.0f;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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//return traction to normal
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aSM.pStats.Traction = tempTraction;
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aSM.pStats.CurTraction = aSM.pStats.Traction;
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}
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public override void UpdateState(AerialStateManager aSM){
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@@ -114,6 +114,8 @@ public class MoveStateManager : NetworkBehaviour
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if (!IsLocalPlayer) { return; }
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Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
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pStats.CurTraction = pStats.Traction;
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pStats.CurAcc = pStats.Acc;
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}
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// Update is called once per frame
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@@ -178,7 +180,7 @@ public class MoveStateManager : NetworkBehaviour
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// while the speed is below max speed slowly increase it
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else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
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{
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pStats.CurVel += pStats.Acc;
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pStats.CurVel += pStats.CurAcc;
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return pStats.CurVel;
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}
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//If the players speed is above or equal to max speed set speed to max
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@@ -219,7 +221,7 @@ public class MoveStateManager : NetworkBehaviour
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * 1f, Color.red);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
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if(currentState == GrappleAirState){
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driftVel = Vector3.zero;
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}
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@@ -238,7 +240,7 @@ public class MoveStateManager : NetworkBehaviour
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//player vector should be under the circumstances
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vel = moveX + moveZ;
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Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
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//Need to have movecontroller involved for correct movement
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if(currentState == CrouchState){
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@@ -5,16 +5,14 @@ using UnityEngine;
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public class MoveSlideState : MoveBaseState
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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(MoveStateManager mSM, MoveBaseState 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.moveController.height *= .5f;
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mSM.pStats.Traction = 0.01f;
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mSM.pStats.CurTraction = 0.01f;
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mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
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//mSM.moveController.Move(new Vector3(0,-0.1f,0));
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}
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@@ -25,14 +23,14 @@ public class MoveSlideState : MoveBaseState
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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.pStats.CurTraction = mSM.pStats.Traction;
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mSM.moveController.height *= 2.0f;
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mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
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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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mSM.pStats.CurTraction = mSM.pStats.Traction;
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}
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}
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@@ -7,19 +7,18 @@ public class NitroNitroingState : NitroBaseState
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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(NitroStateManager nSM, NitroBaseState 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.CurAcc += 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(NitroStateManager nSM, NitroBaseState nextState){
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nSM.pStats.Acc = actualAcc; // reset acceleration
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nSM.pStats.CurAcc = nSM.pStats.Acc; // reset acceleration
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nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
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}
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