Added Additional logic to controls menu

-players can no longer leave with same keys and if
they do they will be set to default
-Added some additional changes to animator
This commit is contained in:
Evan Nydahl
2022-04-22 18:00:20 -05:00
parent 0f6673c247
commit 7a94d5d9a1
18 changed files with 1507 additions and 435 deletions

View File

@@ -14,7 +14,7 @@ public class dOffenseKickState : dOffenseBaseState
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKicking", true);
oSM.animator.SetBool("IsKickingIdle", true);
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
@@ -23,7 +23,7 @@ public class dOffenseKickState : dOffenseBaseState
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKicking", false);
oSM.animator.SetBool("IsKickingIdle", false);
}
public override void UpdateState(dOffenseStateManager oSM){

View File

@@ -13,7 +13,7 @@ public class OffenseKickState : OffenseBaseState
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKicking", true);
oSM.animator.SetBool("IsKickingIdle", true);
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
@@ -22,7 +22,7 @@ public class OffenseKickState : OffenseBaseState
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKicking", false);
oSM.animator.SetBool("IsKickingIdle", false);
}
public override void UpdateState(OffenseStateManager oSM){