Fine tuned animations

This commit is contained in:
Evan Nydahl
2022-04-27 18:49:42 -05:00
parent 3ebde4266d
commit 6856a88702
54 changed files with 178405 additions and 23215 deletions

View File

@@ -5,12 +5,24 @@ using UnityEngine;
public class AerialJumpingState : AerialBaseState
{
private int previousJumpNum;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
//if odd, do left jump
previousJumpNum = aSM.curJumpNum;
if (aSM.curJumpNum % 2 == 1)
{
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", true);
}
//if even, do right jump
else if(aSM.curJumpNum % 2 == 0)
{
aSM.GetComponent<Animator>().SetBool("isJumpingRight", true);
}
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", false);
aSM.GetComponent<Animator>().SetBool("isJumpingRight", false);
}
public override void UpdateState(AerialStateManager aSM){
@@ -44,6 +56,23 @@ public class AerialJumpingState : AerialBaseState
//if grapple release then apply grapple release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
if (aSM.curJumpNum != previousJumpNum)
{
previousJumpNum = aSM.curJumpNum;
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", false);
aSM.GetComponent<Animator>().SetBool("isJumpingRight", false);
if (aSM.curJumpNum % 2 == 1)
{
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", true);
}
//if even, do right jump
else if (aSM.curJumpNum % 2 == 0)
{
aSM.GetComponent<Animator>().SetBool("isJumpingRight", true);
}
}
}
}

View File

@@ -123,6 +123,7 @@ public class AerialStateManager : NetworkBehaviour
rB = GetComponent<Rigidbody>(); //set Rigid Body
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////Initialize Scripts
@@ -514,7 +515,7 @@ public class AerialStateManager : NetworkBehaviour
}
//Calculate wall direction
float CalculateSide(){
public float CalculateSide(){
if(isWallRunning)
{
Vector3 heading = lastWallPosition - transform.position;

View File

@@ -10,11 +10,22 @@ public class AerialWallRunState : AerialBaseState
aSM.pStats.GravVel = 0; // on entering reset grav vel
spaceHeld = true; // prevent accidental wall jumping
//if left
if (aSM.CalculateSide() < 0)
{
aSM.GetComponent<Animator>().SetBool("isLEFTWallRunning", true);
}
//if right
else if (aSM.CalculateSide() > 0)
{
aSM.GetComponent<Animator>().SetBool("isRIGHTWallRunning", true);
}
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
aSM.GetComponent<Animator>().SetBool("isLEFTWallRunning", false);
aSM.GetComponent<Animator>().SetBool("isRIGHTWallRunning", false);
}
public override void UpdateState(AerialStateManager aSM){