Fixed a lot of the issues we addressed on Monday

This commit is contained in:
Melbyj1125
2022-03-09 02:16:56 -06:00
parent 03a96b8c67
commit 7ae4b643a1
31 changed files with 161 additions and 222 deletions

View File

@@ -12,18 +12,20 @@ public class dMoveRagdollState : dMoveBaseState
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
mSM.prevRot = mSM.transform.localEulerAngles; // save previous rotation
prevRot = mSM.transform.localEulerAngles; // save previous rotation
mSM.capCol.enabled = true; // enable capsule collider
mSM.moveController.enabled = false; // disable move controller
mSM.rB.isKinematic = false; // disable kinematic
mSM.rB.detectCollisions = true; // detect collisions
mSM.rB.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
//apply force
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.transform.localEulerAngles = prevRot; // reset player rotation
mSM.rB.collisionDetectionMode = CollisionDetectionMode.Discrete;
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -12,7 +12,6 @@ public class dMoveRecoveringState : dMoveBaseState
mSM.moveController.enabled = true; // enable move controller
mSM.rB.isKinematic = true; // enable kinematic
mSM.rB.detectCollisions = false; // detect collisions false
mSM.transform.localEulerAngles = mSM.prevRot; // reset player rotation
mSM.CancelMomentum(); // reset player variables
mSM.moveController.Move(new Vector3(0,2,0));
}

View File

@@ -6,12 +6,12 @@ public class dMoveIdleState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isIdle", true);
Debug.Log("Entered Idle");
//Debug.Log("Entered Idle");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isIdle", false);
Debug.Log("Exited Idle");
//Debug.Log("Exited Idle");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -6,12 +6,12 @@ public class dMoveJogState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isJogging", true);
Debug.Log("Entered Jog");
//Debug.Log("Entered Jog");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isJogging", false);
Debug.Log("Exited Jog");
//Debug.Log("Exited Jog");
}
public override void UpdateState(dMoveStateManager mSM){

View File

@@ -6,12 +6,12 @@ public class dMoveRunState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isRunning", true);
Debug.Log("Entered Run");
//Debug.Log("Entered Run");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isRunning", false);
Debug.Log("Exit Run");
//Debug.Log("Exit Run");
}
public override void UpdateState(dMoveStateManager mSM){

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@@ -9,12 +9,12 @@ public class dMoveWalkState : dMoveBaseState
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
//get component is semi expensive--may want to ahve all statemanagers have a reference to animator
mSM.GetComponent<Animator>().SetBool("isWalking", true);
Debug.Log("Entered Walk");
//Debug.Log("Entered Walk");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isWalking", false);
Debug.Log("Exited Walk");
//Debug.Log("Exited Walk");
}
public override void UpdateState(dMoveStateManager mSM){

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@@ -78,7 +78,6 @@ public class dMoveStateManager : NetworkBehaviour
//Ragdoll Variables
public Vector3 dirHit; // Direction hit
public float distToGround; // distance to ground
public Vector3 prevRot; // previous rotation before ragdolled
////