mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
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:
@@ -15,12 +15,12 @@ public class AerialFallingState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if Grav Vel > 0 then jumping
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if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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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)){
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aSM.SwitchState(aSM.JumpingState);
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}
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//if jump has been pressed and has glider and is in a state that allows it glide
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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)){
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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)){
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aSM.SwitchState(aSM.GlidingState);
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}
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@@ -30,12 +30,12 @@ public class AerialFallingState : AerialBaseState
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}
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//if is wallrunning ands is in a state that allows it wallrun
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else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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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)){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if grapple is possible and in state that allows it grapple air
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else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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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)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@@ -17,16 +17,16 @@ public class AerialGroundedState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if grav vel < 0 then falling
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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))){
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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))){
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aSM.SwitchState(aSM.FallingState);
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}
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//if grav vel > 0 then jumping
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else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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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)){
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aSM.SwitchState(aSM.JumpingState);
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}
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//can grapple and in state that allows grapple
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else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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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)){
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aSM.SwitchState(aSM.GrappleGroundedState);
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}
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}
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@@ -271,7 +271,7 @@ public class AerialStateManager : NetworkBehaviour
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//applies Jump values and Variables
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void Jump(){
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//If space/south gamepad button is pressed apply an upwards force to the player
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if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum)
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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))
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{
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if(currentState == WallRunState){
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AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f);
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@@ -24,7 +24,7 @@ public class MoveRagdollState : MoveBaseState
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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mSM.pStats.GravVel = 50; // resets gravVel
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mSM.pStats.GravVel = 60; // resets gravVel
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mSM.capCol.enabled = false; // disable capsule collider
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mSM.moveController.enabled = true; // enable move controller
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mSM.rB.isKinematic = true; // enable kinematic
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@@ -60,9 +60,6 @@ public class MoveStateManager : NetworkBehaviour
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public Vector3 driftVel; // Lerped Movement Vector
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public float calculatedCurVel; // calculated current vel using driftVel
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//Slide Variables
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public Vector3 slideUp; // Slide upwards direction
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//Camera Variables
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private Vector3 camRotation; // cameras camera rotation vector
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[Range(-45, -15)]
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@@ -103,8 +100,6 @@ public class MoveStateManager : NetworkBehaviour
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previousState = IdleState;
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currentState.EnterState(this, previousState);
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//Slide Upwards Variable
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slideUp = GetComponentInParent<Transform>().up; // get parents up direction
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distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
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if (!IsLocalPlayer) { return; }
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@@ -220,6 +215,11 @@ public class MoveStateManager : NetworkBehaviour
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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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//Need to have movecontroller involved for correct movement
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if(currentState == CrouchState){
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driftVel = Vector3.zero;
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}
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//Actually move he player
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moveController.Move(driftVel);
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}
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@@ -7,14 +7,17 @@ public class MoveCrouchState : MoveBaseState
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//Slide Variables
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RaycastHit slideRay; // slide raycast
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int layerMask;
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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//if not coming from slide state then rotate player and adjust height
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if(previousState != mSM.SlideState){
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mSM.pStats.CurVel = 0;
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mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
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mSM.moveController.height *= .5f;
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mSM.moveController.Move(new Vector3(0,-mSM.moveController.height * .5f,0));
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layerMask = 1 << 3;
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layerMask = ~layerMask;
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}
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}
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@@ -30,30 +33,34 @@ public class MoveCrouchState : MoveBaseState
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}
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public override void UpdateState(MoveStateManager mSM){
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
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//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
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if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, layerMask) == false)){
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mSM.SwitchState(mSM.IdleState);
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}
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else{
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Debug.Log("Object above you");
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Debug.Log(slideRay.collider.name);
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}
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}
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//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
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/*
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//If falling stop sliding and go to wasd states
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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ExitCrouchState(mSM);
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mSM.SwitchState(mSM.IdleState);
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}
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*/
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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mSM.SlideMovement();
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}
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}
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@@ -7,15 +7,18 @@ public class MoveSlideState : MoveBaseState
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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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int layerMask;
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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.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
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mSM.moveController.height *= .5f;
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mSM.pStats.Traction = 0.01f;
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mSM.moveController.Move(new Vector3(0,-0.1f,0));
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layerMask = 1 << 3;
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layerMask = ~layerMask;
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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@@ -41,19 +44,12 @@ public class MoveSlideState : MoveBaseState
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mSM.SwitchState(mSM.CrouchState);
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}
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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//counter rotates player so they don't rotate when camera is turned
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mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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//steadily increase traction
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mSM.pStats.Traction += .004f;
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///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
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//If player isn't pressing either Q or the joystick button they stop sliding if nothing is above them
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
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if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, layerMask) == false)){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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@@ -67,30 +63,36 @@ public class MoveSlideState : MoveBaseState
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}
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}
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else{
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Debug.Log("Object above you");
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Debug.Log(slideRay.collider.name);
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}
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}
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//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
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/*
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//If falling stop sliding and go to wasd states
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.JogState);
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}
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else{
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.RunState);
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}
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}
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*/
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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//counter rotates player so they don't rotate when camera is turned
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mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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//actual slide movement
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mSM.SlideMovement();
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}
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