mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Fixed a lot of the issues we addressed on Monday
This commit is contained in:
@@ -10,7 +10,7 @@ public class dAerialFallingState : dAerialBaseState
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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}
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}
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public override void UpdateState(dAerialStateManager aSM){
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@@ -9,12 +9,15 @@ public class dAerialGlidingState : dAerialBaseState
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//Modify base traction
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aSM.pStats.CurTraction = 1.0f;
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}
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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//return traction to normal
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aSM.pStats.CurTraction = aSM.pStats.Traction;
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}
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public override void UpdateState(dAerialStateManager aSM){
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@@ -8,6 +8,8 @@ public class dAerialGroundedState : dAerialBaseState
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//release is false if grounded
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aSM.release = false;
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}
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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@@ -22,6 +22,10 @@ public class dAerialGrappleAirState : dAerialBaseState
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float oldSwingMom; // old swing Momentum amplifier
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Vector3 momDirection; // momentum direction
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Vector3 tensionMomDirection; // tension momentum direction
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float defaultGraceTimer = 1.0f; // default timer
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float graceTimer; // grace period at the end of the swing so the player has time to let go
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bool swingGrace = true; // is the grace timer over
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public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
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@@ -47,6 +51,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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aSM.release = false; // player hasn't released
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aSM.lerpRelease = Vector3.zero; // reset lerp release
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spaceHeld = true;
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graceTimer = defaultGraceTimer; //sets grace timer
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}
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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@@ -116,6 +121,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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//if Swing Momentum isn't zero then move player
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if(swingMom != 0){
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aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
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swingMom -= .5f;
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}
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if(swingMom<0) swingMom = 0;
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@@ -156,8 +162,17 @@ public class dAerialGrappleAirState : dAerialBaseState
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//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
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if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
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oldSwingMom = swingMom;
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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if(graceTimer >= 0){
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swingGrace = false;
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graceTimer -= .1f;
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}
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else{
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oldSwingMom = swingMom;
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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swingGrace = true;
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graceTimer = defaultGraceTimer;
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}
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}
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//current line between hookpoint and player
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@@ -179,7 +194,7 @@ public class dAerialGrappleAirState : dAerialBaseState
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}
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//calculates swing momentum based on height ands speed
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float sMom = playerSpeed + (swingHeight * 2.5f);
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float sMom = playerSpeed + (swingHeight * 3f);
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if(sMom > aSM.maxSwingMom){
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sMom = aSM.maxSwingMom;
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}
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@@ -270,7 +270,7 @@ public class dAerialStateManager : NetworkBehaviour
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void Jump(){
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if(!pStats.IsPaused){
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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 && (mSM.currentState != mSM.SlideState && mSM.currentState != mSM.CrouchState && mSM.currentState != mSM.RagdollState && mSM.currentState != mSM.RecoveringState))
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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 && currentState != GlidingState))
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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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@@ -12,18 +12,20 @@ public class dMoveRagdollState : dMoveBaseState
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
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mSM.prevRot = mSM.transform.localEulerAngles; // save previous rotation
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prevRot = mSM.transform.localEulerAngles; // save previous rotation
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mSM.capCol.enabled = true; // enable capsule collider
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mSM.moveController.enabled = false; // disable move controller
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mSM.rB.isKinematic = false; // disable kinematic
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mSM.rB.detectCollisions = true; // detect collisions
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mSM.rB.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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//apply force
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mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.transform.localEulerAngles = prevRot; // reset player rotation
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mSM.rB.collisionDetectionMode = CollisionDetectionMode.Discrete;
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -12,7 +12,6 @@ public class dMoveRecoveringState : dMoveBaseState
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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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mSM.rB.detectCollisions = false; // detect collisions false
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mSM.transform.localEulerAngles = mSM.prevRot; // reset player rotation
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mSM.CancelMomentum(); // reset player variables
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mSM.moveController.Move(new Vector3(0,2,0));
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}
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@@ -6,12 +6,12 @@ public class dMoveIdleState : dMoveBaseState
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{
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.GetComponent<Animator>().SetBool("isIdle", true);
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Debug.Log("Entered Idle");
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//Debug.Log("Entered Idle");
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.GetComponent<Animator>().SetBool("isIdle", false);
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Debug.Log("Exited Idle");
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//Debug.Log("Exited Idle");
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -6,12 +6,12 @@ public class dMoveJogState : dMoveBaseState
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{
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.GetComponent<Animator>().SetBool("isJogging", true);
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Debug.Log("Entered Jog");
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//Debug.Log("Entered Jog");
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.GetComponent<Animator>().SetBool("isJogging", false);
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Debug.Log("Exited Jog");
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//Debug.Log("Exited Jog");
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -6,12 +6,12 @@ public class dMoveRunState : dMoveBaseState
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{
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.GetComponent<Animator>().SetBool("isRunning", true);
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Debug.Log("Entered Run");
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//Debug.Log("Entered Run");
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.GetComponent<Animator>().SetBool("isRunning", false);
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Debug.Log("Exit Run");
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//Debug.Log("Exit Run");
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -9,12 +9,12 @@ public class dMoveWalkState : dMoveBaseState
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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//get component is semi expensive--may want to ahve all statemanagers have a reference to animator
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mSM.GetComponent<Animator>().SetBool("isWalking", true);
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Debug.Log("Entered Walk");
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//Debug.Log("Entered Walk");
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.GetComponent<Animator>().SetBool("isWalking", false);
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Debug.Log("Exited Walk");
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//Debug.Log("Exited Walk");
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -78,7 +78,6 @@ public class dMoveStateManager : NetworkBehaviour
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//Ragdoll Variables
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public Vector3 dirHit; // Direction hit
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public float distToGround; // distance to ground
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public Vector3 prevRot; // previous rotation before ragdolled
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////
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