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));
}