slide no longer rotates player

this means that currently the model doesn't rotate but that will be
rectified once we have the animations
This commit is contained in:
Melbyj1125
2022-02-23 00:00:43 -06:00
parent 5b18d2845c
commit 65a7008d24
18 changed files with 134 additions and 105 deletions

View File

@@ -15,12 +15,12 @@ public class dAerialFallingState : dAerialBaseState
public override void UpdateState(dAerialStateManager aSM){
//if Grav Vel > 0 then jumping
if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GlidingState);
}
@@ -30,12 +30,12 @@ public class dAerialFallingState : dAerialBaseState
}
//if is wallrunning ands is in a state that allows it wallrun
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -17,16 +17,16 @@ public class dAerialGroundedState : dAerialBaseState
public override void UpdateState(dAerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.CrouchState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}

View File

@@ -269,7 +269,7 @@ public class dAerialStateManager : NetworkBehaviour
//applies Jump values and Variables
void Jump(){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum)
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState))
{
if(currentState == WallRunState){
AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);