mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-24 23:37:29 -05:00
Did some bugfixing and commented on everything
This commit is contained in:
parent
e74a1c61c0
commit
820b11dd61
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@ -4743,12 +4743,11 @@ MonoBehaviour:
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mSM: {fileID: 0}
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@ -4761,12 +4760,12 @@ MonoBehaviour:
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isGrounded: 0
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groundCheckDistance: 0.05
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isWallRunning: 0
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maxGrabDistance: 30
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maxGrabDistance: 50
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hookPoint: {fileID: 0}
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hookPoints: []
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hookPointIndex: 0
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distance: 0
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maxGrappleDistance: 20
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maxGrappleDistance: 25
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maxSwingSpeed: 50
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minSwingSpeed: 20
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swingAcc: 3
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@ -15,26 +15,27 @@ public class AerialFallingState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if Grav Vel > 0 then jumping
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if(aSM.pStats.GravVel > 0){
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if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.JumpingState);
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}
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//if jump has been pressed and has glider and is in a state that allows it glide
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else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GlidingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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else if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if is wallrunning ands is in a state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if grapple is possible and in state that allows it grapple air
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@ -22,22 +22,22 @@ public class AerialGlidingState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if not holding jump fall
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if(!Input.GetButton("Jump")){
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if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
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aSM.SwitchState(aSM.FallingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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else if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if isWallrunning and in state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.isWallRunning){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if can grapple and in state that allows it grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.CheckGrapple()){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@ -17,16 +17,16 @@ public class AerialGroundedState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if grav vel < 0 then falling
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if(aSM.pStats.GravVel < 0){
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if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){
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aSM.SwitchState(aSM.FallingState);
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}
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//if grav vel > 0 then jumping
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else if(aSM.pStats.GravVel > 0){
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else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.JumpingState);
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}
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//can grapple and in state that allows grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleGroundedState);
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}
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}
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@ -16,22 +16,22 @@ public class AerialJumpingState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if grav vel < 0 falling
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if(aSM.pStats.GravVel < 0){
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if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){
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aSM.SwitchState(aSM.FallingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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else if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if is wall running and in a state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.isWallRunning){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if can grapple and in a state that allows it grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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else if(aSM.CheckGrapple()){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@ -28,13 +28,11 @@ public class AerialStateManager : NetworkBehaviour
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////Objects Sections
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GameObject parentObj; // Parent object
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public Camera cam; // Camera object
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////
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////Components Section
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public CharacterController moveController; // Character Controller
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Rigidbody rB; // Players Rigidbody
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CapsuleCollider capCol; // Players Capsule Collider
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Animator animator; // Animation Controller
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////
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@ -65,43 +63,42 @@ public class AerialStateManager : NetworkBehaviour
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RaycastHit groundHit; // ground raycast
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//Wallrun
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float wallMaxDistance = 3f;
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float wallSpeedMultiplier = 1.5f;
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float minimumHeight = .1f;
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float wallMaxDistance = 3f; // distance to wall that player can attach from
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float minimumHeight = .1f; // minimum height player has to be
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[Range(0.0f, 1.0f)]
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float normalizedAngleThreshold = 0.1f;
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float jumpDuration = .02f;
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float wallBouncing = 3;
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Vector3[] directions;
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RaycastHit[] hits;
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public bool isWallRunning = false;
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Vector3 lastWallPosition;
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Vector3 lastWallNormal;
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float elapsedTimeSinceJump = 0;
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float elapsedTimeSinceWallAttach = 0;
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float elapsedTimeSinceWallDetatch = 0;
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bool jumping;
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float normalizedAngleThreshold = 0.1f; // angle player can attach to wall from
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float jumpDuration = .02f; // jump duration
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float wallBouncing = 3; // wall bouncing
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Vector3[] directions; // cardinal direction to attach to wall
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RaycastHit[] hits; // where we hit wall
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public bool isWallRunning = false; // if player is wallrunning
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Vector3 lastWallPosition; // last wall position
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Vector3 lastWallNormal; // last wall normal
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float elapsedTimeSinceJump = 0; // time since jump
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float elapsedTimeSinceWallAttach = 0; // time since attached to wall
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float elapsedTimeSinceWallDetatch = 0; // time since detached
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bool jumping; // is player jumping
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//Impact Variables
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float mass = 5.0F; // mass variable for Impact
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Vector3 impact = Vector3.zero; // Impact Vector
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//Grapple Variables
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public float maxGrabDistance = 30;// Max Distance can cast grapple
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public float maxGrabDistance = 50;// Max Distance can cast grapple
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public GameObject hookPoint; // Actual Hook points
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public GameObject[] hookPoints; // Hook point list
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public int hookPointIndex; // Hook point Index
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public float distance; // distance of hookpoints
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public float maxGrappleDistance = 20; // Max Rope Length
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public float maxSwingSpeed = 50;
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public float minSwingSpeed = 20;
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public float swingAcc = 3f;
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public float maxSwingMom = 60;
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public bool release = false;
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public Vector3 tempRelease;
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public Vector3 lerpRelease;
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public Vector3 forceDirection;
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public bool eHeld;
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public float maxGrappleDistance = 25; // Max Rope Length
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public float maxSwingSpeed = 50; // max swing speed
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public float minSwingSpeed = 20; // min swing speed
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public float swingAcc = 3f; // swing acceleration
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public float maxSwingMom = 60; // max swing momentum
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public bool release = false; // has player ungrappled
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public Vector3 tempRelease; // temporary release force vector
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public Vector3 lerpRelease; // lerped release force vector
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public Vector3 forceDirection; // force direction vector
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public bool eHeld; // is e being held
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////
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void Awake(){
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|
|
@ -109,8 +106,6 @@ public class AerialStateManager : NetworkBehaviour
|
|||
////Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // set Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //set Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
|
||||
capCol.enabled = true;
|
||||
parentObj = transform.parent.gameObject; // set parent object
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
////
|
||||
|
|
@ -156,11 +151,20 @@ public class AerialStateManager : NetworkBehaviour
|
|||
|
||||
//calls any logic in the fixed update state from current state
|
||||
currentState.FixedUpdateState(this);
|
||||
|
||||
//Some functions that need to be active if move controller is active
|
||||
if(moveController.enabled){
|
||||
|
||||
//Allows player to jump
|
||||
Jump();
|
||||
|
||||
//checks ground
|
||||
GroundCheck();
|
||||
|
||||
//Applies downwards movement
|
||||
DownwardMovement();
|
||||
|
||||
//if player has wallrun then do wall run routine
|
||||
if(pStats.HasWallrun){
|
||||
WallRunRoutine();
|
||||
}
|
||||
|
|
@ -168,7 +172,9 @@ public class AerialStateManager : NetworkBehaviour
|
|||
//Dissipates Impact
|
||||
DissipateImpact();
|
||||
}
|
||||
|
||||
else{
|
||||
|
||||
//Gravity without moveController
|
||||
pStats.GravVel -= pStats.PlayerGrav * Time.deltaTime;
|
||||
rB.AddForce(new Vector3(0,pStats.GravVel,0));
|
||||
|
|
@ -499,6 +505,7 @@ public class AerialStateManager : NetworkBehaviour
|
|||
return index;
|
||||
}
|
||||
|
||||
//lerped grapple release force and dissipation of it
|
||||
public void GrappleReleaseForce(){
|
||||
if(release){
|
||||
lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 9f * Time.deltaTime);
|
||||
|
|
|
|||
|
|
@ -4,21 +4,24 @@ using UnityEngine;
|
|||
|
||||
public class AerialGrappleAirState : AerialBaseState
|
||||
{
|
||||
|
||||
bool spaceHeld = true;
|
||||
float ropeLength; // current rope length
|
||||
Vector3 swingDirection; // Swing direction
|
||||
float inclinationAngle; // inclination angle
|
||||
float theta = -1; // theta
|
||||
float swingMom;
|
||||
Vector3 tensionMomDirection;
|
||||
Vector3 hookPointRight;
|
||||
Vector3 momDirection;
|
||||
Vector3 curXZDir;
|
||||
Vector3 oldXZDir;
|
||||
float swingSpeed = 10;
|
||||
bool swingback = false; //swing the player back
|
||||
float oldSwingMom;
|
||||
Vector3 tensionDirection;
|
||||
float tensionForce;
|
||||
float theta = -1; // theta for rope angle
|
||||
Vector3 hookPointRight; // right vector of the hook point
|
||||
Vector3 curXZDir; // current straight line between player and hook point ignoring y axis
|
||||
Vector3 oldXZDir; // old straight line between player and hook point ignoring y axis
|
||||
|
||||
Vector3 swingDirection; // Swing direction
|
||||
float swingSpeed = 10; // cur swing speed
|
||||
Vector3 tensionDirection; // tension direction
|
||||
float tensionForce; // tension force amplifier
|
||||
|
||||
float swingMom; // swing Mom amplifier
|
||||
float oldSwingMom; // old swing Momentum amplifier
|
||||
Vector3 momDirection; // momentum direction
|
||||
Vector3 tensionMomDirection; // tension momentum direction
|
||||
|
||||
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
|
||||
|
||||
|
|
@ -43,48 +46,61 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
|
||||
aSM.release = false; // player hasn't released
|
||||
aSM.lerpRelease = Vector3.zero; // reset lerp release
|
||||
spaceHeld = true;
|
||||
}
|
||||
|
||||
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
|
||||
|
||||
//If not going into grapple grounded state
|
||||
if(nextState != aSM.GrappleGroundedState){
|
||||
aSM.release = true;
|
||||
aSM.pStats.GravVel = 0;
|
||||
aSM.forceDirection = Vector3.zero;
|
||||
swingback = true;
|
||||
}
|
||||
|
||||
//If going into grapple grounded state
|
||||
else{
|
||||
aSM.pStats.GravVel = 0;
|
||||
aSM.forceDirection = Vector3.zero;
|
||||
swingback = true;
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateState(AerialStateManager aSM){
|
||||
|
||||
if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
|
||||
|
||||
//if pressing E or ragdolling then falling
|
||||
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
|
||||
aSM.SwitchState(aSM.FallingState);
|
||||
}
|
||||
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
|
||||
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
|
||||
aSM.eHeld = false;
|
||||
}
|
||||
|
||||
if(Input.GetButton("Jump")){
|
||||
|
||||
//if pressing Jump then jump
|
||||
else if(Input.GetButton("Jump") && !spaceHeld){
|
||||
aSM.SwitchState(aSM.JumpingState);
|
||||
}
|
||||
else if(!(Input.GetButton("Jump")) && spaceHeld){
|
||||
spaceHeld = false;
|
||||
}
|
||||
|
||||
if(aSM.isGrounded){
|
||||
//if grounded then grapple grounded
|
||||
else if(aSM.isGrounded){
|
||||
aSM.SwitchState(aSM.GrappleGroundedState);
|
||||
}
|
||||
|
||||
//if wallrunning then wallrun
|
||||
else if(aSM.isWallRunning){
|
||||
aSM.SwitchState(aSM.WallRunState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(AerialStateManager aSM){
|
||||
|
||||
|
||||
////////ADD A LINE RENDERER WHEN WE GET THE HAND MODEL
|
||||
//Draw Line between player and hookpoint for debug purposes
|
||||
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
|
||||
|
||||
//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
|
||||
//Calculate tether force direction based on hookpoint
|
||||
if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
|
||||
{
|
||||
|
|
@ -94,26 +110,23 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
aSM.forceDirection = Vector3.zero;
|
||||
}
|
||||
|
||||
//Move player based on their inputs
|
||||
aSM.moveController.Move(SwingMoveController(aSM));
|
||||
|
||||
//if Swing Momentum isn't zero then move player
|
||||
if(swingMom != 0){
|
||||
aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
|
||||
swingMom -= .5f;
|
||||
}
|
||||
|
||||
if(swingMom<0) swingMom = 0;
|
||||
|
||||
//Calculate temp release at every position
|
||||
aSM.tempRelease = CalculateSwingReleaseForce();
|
||||
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
|
||||
}
|
||||
|
||||
//Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input
|
||||
//------Important Equations--------
|
||||
// TensionForce = Cos(theta) * g * m * Vector3(tensionDirection)
|
||||
// Potential Energy = m * g * h -- Will need to modify adding current speed
|
||||
// Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves
|
||||
// Total Energy = m * ((g*h) + (1/2 * V^2))
|
||||
// Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation
|
||||
// Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection)
|
||||
//Apply default gravity
|
||||
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
|
||||
|
||||
}
|
||||
|
||||
//Calculate the tether direction vector and how much force that vector needs
|
||||
Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, AerialStateManager aSM){
|
||||
|
|
@ -129,7 +142,10 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
|
||||
//force direction calculation based on tension direction and force
|
||||
Vector3 fDirection = tensionDirection * tensionForce;
|
||||
|
||||
//return force direction
|
||||
return fDirection;
|
||||
|
||||
}
|
||||
|
||||
Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, AerialStateManager aSM){
|
||||
|
|
@ -137,23 +153,20 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
tensionMomDirection = (hPoint - aSM.transform.position).normalized;
|
||||
hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
|
||||
momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
|
||||
|
||||
if(oldXZDir != curXZDir){
|
||||
//midpointMom = swingMom;
|
||||
swingback = false;
|
||||
//Debug.Log("flip");
|
||||
}
|
||||
|
||||
if(swingback == false && swingMom <= (oldSwingMom*(.75f))){
|
||||
swingback = true;
|
||||
//if player is on the other side of hookpoint and swingMom is lower then update oldXZDir
|
||||
if(oldXZDir != curXZDir && swingMom <= (oldSwingMom*(.75f))){
|
||||
oldSwingMom = swingMom;
|
||||
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;
|
||||
//Debug.Log("swingback");
|
||||
}
|
||||
|
||||
//current line between hookpoint and player
|
||||
curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
|
||||
Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
|
||||
|
||||
//return momentum dir * mom force
|
||||
return (momDirection * Time.deltaTime * swingMom);
|
||||
|
||||
}
|
||||
|
||||
//Calculates the players initial swing momentum using their height and their current velocity
|
||||
|
|
@ -165,11 +178,15 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
swingHeight = 1;
|
||||
}
|
||||
|
||||
float sMom = playerSpeed + (swingHeight*2);
|
||||
//calculates swing momentum based on height ands speed
|
||||
float sMom = playerSpeed + (swingHeight * 2.5f);
|
||||
if(sMom > aSM.maxSwingMom){
|
||||
sMom = aSM.maxSwingMom;
|
||||
}
|
||||
|
||||
//returns swing momentum
|
||||
return sMom;
|
||||
|
||||
}
|
||||
|
||||
//Special movement for the player while they swing
|
||||
|
|
@ -197,14 +214,12 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
//Swing direction based on player input
|
||||
swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
|
||||
|
||||
|
||||
//NEED TO ADD SWINGSPEED EASING
|
||||
//this could be just adding a gradual increase in the swing speed instead of using a flat rate
|
||||
//Swing movement with swing speed added
|
||||
Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
|
||||
|
||||
|
||||
//returns swing movement vector
|
||||
return (swingMovement);
|
||||
|
||||
}
|
||||
|
||||
Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, AerialStateManager aSM){
|
||||
|
|
@ -215,19 +230,24 @@ public class AerialGrappleAirState : AerialBaseState
|
|||
//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
|
||||
Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized;
|
||||
|
||||
|
||||
//returns rope offset direction * power
|
||||
return tenDirOffset * offsetPower * Time.deltaTime;
|
||||
|
||||
}
|
||||
|
||||
Vector3 CalculateSwingReleaseForce(){
|
||||
|
||||
|
||||
//Swing release direction
|
||||
Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
|
||||
|
||||
releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
|
||||
|
||||
if(swingMom < 5){
|
||||
//if swingMom is low there is no release force
|
||||
if(swingMom < 2){
|
||||
return Vector3.zero;
|
||||
}
|
||||
|
||||
//return swing release direction
|
||||
return releaseSwingForceDirection * Time.deltaTime;
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,7 +6,8 @@ public class AerialGrappleGroundedState : AerialBaseState
|
|||
{
|
||||
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
|
||||
|
||||
aSM.release = false;
|
||||
aSM.release = false; // release is false when grounded
|
||||
|
||||
}
|
||||
|
||||
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
|
||||
|
|
@ -14,25 +15,32 @@ public class AerialGrappleGroundedState : AerialBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(AerialStateManager aSM){
|
||||
if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
|
||||
|
||||
//if E is pressed or ragdolling then grounded
|
||||
if(((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld) || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
|
||||
aSM.SwitchState(aSM.GroundedState);
|
||||
}
|
||||
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2)) && aSM.eHeld){
|
||||
aSM.eHeld = false;
|
||||
}
|
||||
|
||||
//if not grounded and gravVel < 0 then grapple air
|
||||
else if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
|
||||
aSM.SwitchState(aSM.GrappleAirState);
|
||||
}
|
||||
|
||||
if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
|
||||
//if distance between player and hookpoint is too far then grounded
|
||||
else if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
|
||||
aSM.SwitchState(aSM.GroundedState);
|
||||
}
|
||||
|
||||
if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
|
||||
aSM.SwitchState(aSM.GroundedState);
|
||||
}
|
||||
else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
|
||||
aSM.eHeld = false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(AerialStateManager aSM){
|
||||
Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
|
||||
|
||||
//Default gravity calculation
|
||||
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,10 +4,12 @@ using UnityEngine;
|
|||
|
||||
public class AerialWallRunState : AerialBaseState
|
||||
{
|
||||
|
||||
bool spaceHeld = true;
|
||||
|
||||
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
|
||||
|
||||
aSM.pStats.GravVel = 0;
|
||||
aSM.pStats.GravVel = 0; // on entering reset grav vel
|
||||
spaceHeld = true; // prevent accidental wall jumping
|
||||
|
||||
}
|
||||
|
||||
|
|
@ -16,19 +18,31 @@ public class AerialWallRunState : AerialBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(AerialStateManager aSM){
|
||||
if(Input.GetButton("Jump")){
|
||||
|
||||
//if not wallrunning or are ragdolling then falling
|
||||
if(!aSM.isWallRunning || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
|
||||
aSM.SwitchState(aSM.FallingState);
|
||||
}
|
||||
|
||||
//if space is pressed then jumping
|
||||
else if(Input.GetButton("Jump") && !spaceHeld){
|
||||
aSM.SwitchState(aSM.JumpingState);
|
||||
}
|
||||
else if(!aSM.isWallRunning){
|
||||
aSM.SwitchState(aSM.FallingState);
|
||||
else if(!Input.GetButton("Jump") && spaceHeld){
|
||||
spaceHeld = false;
|
||||
}
|
||||
|
||||
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
|
||||
//if able to grapple then grapple
|
||||
else if(aSM.CheckGrapple()){
|
||||
aSM.SwitchState(aSM.GrappleAirState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(AerialStateManager aSM){
|
||||
|
||||
//Modified gravity calculation for wallrun
|
||||
aSM.GravityCalculation(2);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,11 +4,11 @@ using UnityEngine;
|
|||
|
||||
public class DashCooldownState : DashBaseState
|
||||
{
|
||||
bool cooldown = false;
|
||||
bool cooldown = false; // is cooldown over
|
||||
|
||||
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
|
||||
cooldown = false;
|
||||
dSM.StartCoroutine(startCoolDown(dSM));
|
||||
cooldown = false; // sets cooldown
|
||||
dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
|
||||
}
|
||||
|
||||
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
|
||||
|
|
@ -16,9 +16,13 @@ public class DashCooldownState : DashBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(DashStateManager dSM){
|
||||
|
||||
//if after cooldown player is incapacitated still then Incapacitated
|
||||
if(cooldown && (dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.RecoveringState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState)){
|
||||
dSM.SwitchState(dSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
//if cooldown is over then None
|
||||
else if(cooldown){
|
||||
dSM.SwitchState(dSM.NoneState);
|
||||
}
|
||||
|
|
@ -28,6 +32,7 @@ public class DashCooldownState : DashBaseState
|
|||
|
||||
}
|
||||
|
||||
//cooldown function
|
||||
private IEnumerator startCoolDown(DashStateManager dSM){
|
||||
//dSM.driver.startUICooldown(dashItem.name);
|
||||
yield return new WaitForSeconds(dSM.dashItem.cooldownM);
|
||||
|
|
|
|||
|
|
@ -5,36 +5,42 @@ using UnityEngine;
|
|||
public class DashDashingState : DashBaseState
|
||||
{
|
||||
|
||||
Vector3 moveDirection;
|
||||
const float maxDashTime = 1.0f;
|
||||
float dashDistance = 10;
|
||||
float dashStoppingSpeed = 0.1f;
|
||||
float currentDashTime = maxDashTime;
|
||||
float dashSpeed = 12;
|
||||
Vector3 moveDirection; // direction vector
|
||||
const float maxDashTime = .8f; // max dash time
|
||||
float dashDistance = 10; // distance to dash
|
||||
float dashStoppingSpeed = 0.1f; // how quickly they stop
|
||||
float currentDashTime = maxDashTime; // current dash time
|
||||
float dashSpeed = 12; // dash speed
|
||||
|
||||
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
|
||||
currentDashTime = 0;
|
||||
currentDashTime = 0; // resets dash time
|
||||
}
|
||||
|
||||
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
|
||||
moveDirection = Vector3.zero;
|
||||
moveDirection = Vector3.zero; // resets moveDirection
|
||||
}
|
||||
|
||||
public override void UpdateState(DashStateManager dSM){
|
||||
//if dash timer is active then move player
|
||||
if(currentDashTime < maxDashTime){
|
||||
moveDirection = dSM.transform.forward * dashDistance;
|
||||
currentDashTime += dashStoppingSpeed;
|
||||
}
|
||||
|
||||
//if dashtimer runs out then cooldown
|
||||
else{
|
||||
dSM.SwitchState(dSM.CooldownState);
|
||||
}
|
||||
|
||||
//if player becomes incapacitated then cooldown
|
||||
if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
|
||||
dSM.SwitchState(dSM.CooldownState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(DashStateManager dSM){
|
||||
|
||||
//Actually moves the player
|
||||
dSM.moveController.Move(moveDirection * Time.deltaTime * dashSpeed);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@ public class DashIncapacitatedState : DashBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(DashStateManager dSM){
|
||||
|
||||
//if no longer incapacitated then None
|
||||
if(dSM.mSM.currentState != dSM.mSM.RagdollState && dSM.mSM.currentState != dSM.mSM.RecoveringState && dSM.mSM.currentState != dSM.mSM.SlideState && dSM.mSM.currentState != dSM.mSM.CrouchState && dSM.mSM.currentState != dSM.mSM.CrouchWalkState){
|
||||
dSM.SwitchState(dSM.NoneState);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,14 +13,20 @@ public class DashNoneState : DashBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(DashStateManager dSM){
|
||||
|
||||
//checks if player has dash
|
||||
if(dSM.pStats.HasDash){
|
||||
if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){
|
||||
|
||||
//if incapacitated then incapacitated
|
||||
if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
|
||||
dSM.SwitchState(dSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
//if R key then Dashing
|
||||
else if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){
|
||||
dSM.SwitchState(dSM.DashingState);
|
||||
}
|
||||
|
||||
if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
|
||||
dSM.SwitchState(dSM.IncapacitatedState);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,36 +15,26 @@ public class DashStateManager : NetworkBehaviour
|
|||
public DashCooldownState CooldownState = new DashCooldownState();
|
||||
public DashDashingState DashingState = new DashDashingState();
|
||||
////
|
||||
|
||||
////Objects Sections
|
||||
GameObject parentObj; // Parent object
|
||||
////
|
||||
|
||||
////Components Section
|
||||
public CharacterController moveController; // Character Controller
|
||||
Rigidbody rB; // Players Rigidbody
|
||||
CapsuleCollider capCol; // Players Capsule Collider
|
||||
Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public MoveStateManager mSM;
|
||||
public CoolDown driver;
|
||||
public MoveStateManager mSM; // movement state manager
|
||||
public CoolDown driver; // cooldown driver
|
||||
////
|
||||
|
||||
////Items Section
|
||||
public SpecialItem dashItem;
|
||||
public SpecialItem dashItem; // dash item
|
||||
////
|
||||
|
||||
void Awake(){
|
||||
|
||||
////Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // set Character Controller
|
||||
rB = GetComponent<Rigidbody>(); //set Rigid Body
|
||||
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
|
||||
capCol.enabled = true;
|
||||
parentObj = transform.parent.gameObject; // set parent object
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
|
||||
////
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ using UnityEngine;
|
|||
public class MoveGrappleAirState : MoveBaseState
|
||||
{
|
||||
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
||||
mSM.driftVel = Vector3.zero;
|
||||
mSM.driftVel = Vector3.zero; // clears driftVel
|
||||
}
|
||||
|
||||
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
||||
|
|
@ -13,6 +13,8 @@ public class MoveGrappleAirState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(MoveStateManager mSM){
|
||||
|
||||
//checks if aerial state manager is no longer air grappling
|
||||
if(mSM.aSM.currentState != mSM.aSM.GrappleAirState){
|
||||
//Determine which state to go into based on player speed
|
||||
if(mSM.calculatedCurVel < mSM.walkLimit){
|
||||
|
|
@ -28,7 +30,8 @@ public class MoveGrappleAirState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
|
||||
//Directional movement to prevent weird movement issue
|
||||
mSM.DirectionalMovement();
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,42 +4,51 @@ using UnityEngine;
|
|||
|
||||
public class MoveRagdollState : MoveBaseState
|
||||
{
|
||||
float ragTime;
|
||||
Vector3 prevRot;
|
||||
bool beginRagTimer = false;
|
||||
|
||||
float ragTime; // ragdoll timer
|
||||
Vector3 prevRot; // previous rotation before ragdolled
|
||||
bool beginRagTimer = false; // whether ragtimer has started
|
||||
|
||||
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
||||
|
||||
ragTime = mSM.pStats.RecovTime;
|
||||
prevRot = mSM.transform.localEulerAngles;
|
||||
mSM.capCol.enabled = true;
|
||||
mSM.moveController.enabled = false;
|
||||
mSM.rB.isKinematic = false;
|
||||
mSM.rB.detectCollisions = true;
|
||||
ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
|
||||
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
|
||||
|
||||
//apply force
|
||||
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
|
||||
}
|
||||
|
||||
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
||||
mSM.pStats.GravVel = 50;
|
||||
mSM.capCol.enabled = false;
|
||||
mSM.moveController.enabled = true;
|
||||
mSM.rB.isKinematic = true;
|
||||
mSM.rB.detectCollisions = false;
|
||||
mSM.transform.localEulerAngles = prevRot;
|
||||
|
||||
mSM.pStats.GravVel = 50; // resets gravVel
|
||||
mSM.capCol.enabled = false; // disable capsule collider
|
||||
mSM.moveController.enabled = true; // enable move controller
|
||||
mSM.rB.isKinematic = true; // enable kinematic
|
||||
mSM.rB.detectCollisions = false; // detect collisions false
|
||||
mSM.transform.localEulerAngles = prevRot; // reset player rotation
|
||||
}
|
||||
|
||||
public override void UpdateState(MoveStateManager mSM){
|
||||
|
||||
//if player hasn't touched the ground don't start timer
|
||||
if(!beginRagTimer){
|
||||
beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
|
||||
}
|
||||
|
||||
//start timer
|
||||
else{
|
||||
ragTime -= Time.deltaTime;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
//Has to be in Fixed Update because it has player movement
|
||||
|
||||
//if ragtimer is over then recover
|
||||
if(ragTime <= 0 && beginRagTimer){
|
||||
ragTime = 0;
|
||||
beginRagTimer = false;
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ public class MoveRecoveringState : MoveBaseState
|
|||
////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
|
||||
|
||||
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
||||
mSM.CancelMomentum();
|
||||
mSM.CancelMomentum(); // reset player variables
|
||||
}
|
||||
|
||||
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
||||
|
|
@ -15,6 +15,8 @@ public class MoveRecoveringState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(MoveStateManager mSM){
|
||||
|
||||
//swap to idle state
|
||||
mSM.SwitchState(mSM.IdleState);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -66,9 +66,9 @@ public class MoveStateManager : NetworkBehaviour
|
|||
//Camera Variables
|
||||
private Vector3 camRotation; // cameras camera rotation vector
|
||||
[Range(-45, -15)]
|
||||
public int minAngle = -30; // minimum downwards cam angle
|
||||
public int minAngle = -18; // minimum downwards cam angle
|
||||
[Range(30, 80)]
|
||||
public int maxAngle = 45; // Max upwards cam angle
|
||||
public int maxAngle = 30; // Max upwards cam angle
|
||||
[Range(50, 500)]
|
||||
public int sensitivity = 200; // Camera sensitivity
|
||||
|
||||
|
|
@ -91,7 +91,7 @@ public class MoveStateManager : NetworkBehaviour
|
|||
|
||||
////Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // set PlayerStats
|
||||
aSM = GetComponent<AerialStateManager>();
|
||||
aSM = GetComponent<AerialStateManager>(); // aerial state manager
|
||||
////
|
||||
}
|
||||
|
||||
|
|
@ -114,12 +114,17 @@ public class MoveStateManager : NetworkBehaviour
|
|||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
//calculates vel using driftVel will need to be relocated
|
||||
calculatedCurVel = driftVel.magnitude * 50f;
|
||||
|
||||
GoToGrapple();
|
||||
//if grappling in aerial state manager swap to grapple here
|
||||
if(currentState != GrappleAirState){
|
||||
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){
|
||||
SwitchState(GrappleAirState);
|
||||
}
|
||||
}
|
||||
|
||||
//calls any logic in the update state from current state
|
||||
currentState.UpdateState(this);
|
||||
|
|
@ -127,13 +132,14 @@ public class MoveStateManager : NetworkBehaviour
|
|||
|
||||
void FixedUpdate(){
|
||||
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
|
||||
//calls any logic in the fixed update state from current state
|
||||
currentState.FixedUpdateState(this);
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
//if camera is enabled then rotate
|
||||
if(cam.enabled) Rotation();
|
||||
else Debug.Log("Cam Disabled");
|
||||
|
||||
//calls any logic in the fixed update state from current state
|
||||
currentState.FixedUpdateState(this);
|
||||
}
|
||||
|
||||
public void SwitchState(MoveBaseState state){
|
||||
|
|
@ -194,6 +200,9 @@ public class MoveStateManager : NetworkBehaviour
|
|||
vel = moveX + moveZ;
|
||||
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
|
||||
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
|
||||
if(currentState == GrappleAirState){
|
||||
driftVel = Vector3.zero;
|
||||
}
|
||||
|
||||
//Actually move he player
|
||||
moveController.Move(driftVel);
|
||||
|
|
@ -246,6 +255,7 @@ public class MoveStateManager : NetworkBehaviour
|
|||
}
|
||||
}
|
||||
|
||||
//Get hit into a ragdoll
|
||||
public void GetHit(Vector3 dir, float force){
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
dir.Normalize();
|
||||
|
|
@ -253,6 +263,7 @@ public class MoveStateManager : NetworkBehaviour
|
|||
SwitchState(RagdollState);
|
||||
}
|
||||
|
||||
//remove player momentum
|
||||
public void CancelMomentum(){
|
||||
pStats.CurVel = 0;
|
||||
vel = Vector3.zero;
|
||||
|
|
@ -260,10 +271,6 @@ public class MoveStateManager : NetworkBehaviour
|
|||
moveZ = Vector3.zero;
|
||||
driftVel = Vector3.zero;
|
||||
}
|
||||
////
|
||||
|
||||
void GoToGrapple(){
|
||||
if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){
|
||||
SwitchState(GrappleAirState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,8 +10,8 @@ public class MoveCrouchState : MoveBaseState
|
|||
|
||||
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
||||
|
||||
//if not coming from slide state then rotate player and adjust height
|
||||
if(previousState != mSM.SlideState){
|
||||
//Initialize Important Stats On state enter
|
||||
mSM.pStats.CurVel = 0;
|
||||
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
|
||||
mSM.moveController.height *= .5f;
|
||||
|
|
@ -19,6 +19,8 @@ public class MoveCrouchState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
||||
|
||||
//if next state isn't crouch walk revert rotation, speed, and height
|
||||
if(nextState != mSM.CrouchWalkState){
|
||||
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
mSM.pStats.CurVel = mSM.calculatedCurVel;
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ public class MoveSlideState : MoveBaseState
|
|||
|
||||
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
||||
|
||||
//Initialize Important Stats On state enter
|
||||
//Rotate player and adjust height and adjust traction
|
||||
mSM.pStats.CurVel = 0;
|
||||
originalTraction = mSM.pStats.Traction;
|
||||
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
|
||||
|
|
@ -19,12 +19,16 @@ public class MoveSlideState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
||||
|
||||
//if next state isn't crouch then revert player rotation, height, and traction
|
||||
if(nextState != mSM.CrouchState){
|
||||
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
||||
mSM.pStats.CurVel = mSM.calculatedCurVel;
|
||||
mSM.pStats.Traction = originalTraction;
|
||||
mSM.moveController.height *= 2.0f;
|
||||
}
|
||||
|
||||
//if state is crouch revert traction
|
||||
else{
|
||||
mSM.pStats.Traction = originalTraction;
|
||||
}
|
||||
|
|
@ -40,7 +44,11 @@ public class MoveSlideState : MoveBaseState
|
|||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
|
||||
//counter rotates player so they don't rotate when camera is turned
|
||||
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
||||
|
||||
//steadily increase traction
|
||||
mSM.pStats.Traction += .004f;
|
||||
|
||||
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
|
||||
|
|
@ -82,6 +90,8 @@ public class MoveSlideState : MoveBaseState
|
|||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//actual slide movement
|
||||
mSM.SlideMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,12 +20,14 @@ public class MoveIdleState : MoveBaseState
|
|||
}
|
||||
|
||||
//If Q or joystick button1 crouch state
|
||||
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
mSM.SwitchState(mSM.CrouchState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
|
||||
//actual directional movement
|
||||
mSM.DirectionalMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,12 +24,14 @@ public class MoveJogState : MoveBaseState
|
|||
}
|
||||
|
||||
//move to slide if Q or JoystickButton1
|
||||
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
mSM.SwitchState(mSM.SlideState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
|
||||
//actual directional movment
|
||||
mSM.DirectionalMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -20,12 +20,13 @@ public class MoveRunState : MoveBaseState
|
|||
}
|
||||
|
||||
//move to slide if Q or JoystickButton1
|
||||
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
mSM.SwitchState(mSM.SlideState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
//actual direction movement
|
||||
mSM.DirectionalMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -24,12 +24,13 @@ public class MoveWalkState : MoveBaseState
|
|||
}
|
||||
|
||||
//move to slide if Q or JoystickButton1
|
||||
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
|
||||
mSM.SwitchState(mSM.SlideState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(MoveStateManager mSM){
|
||||
//actual directional movemnt
|
||||
mSM.DirectionalMovement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -4,10 +4,12 @@ using UnityEngine;
|
|||
|
||||
public class NitroCooldownState : NitroBaseState
|
||||
{
|
||||
bool cooldown = false;
|
||||
bool cooldown = false; // whether or not cooldown has ended
|
||||
|
||||
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
|
||||
cooldown = false;
|
||||
cooldown = false; // cooldown hasn't ended
|
||||
|
||||
//start cooldown
|
||||
nSM.StartCoroutine(startCoolDown(nSM));
|
||||
}
|
||||
|
||||
|
|
@ -16,9 +18,13 @@ public class NitroCooldownState : NitroBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(NitroStateManager nSM){
|
||||
|
||||
//if off cooldown and incapacitated then incapacitated
|
||||
if(cooldown && (nSM.mSM.currentState == nSM.mSM.RagdollState || nSM.mSM.currentState == nSM.mSM.RecoveringState)){
|
||||
nSM.SwitchState(nSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
//if off cooldown then None
|
||||
else if(cooldown){
|
||||
nSM.SwitchState(nSM.NoneState);
|
||||
}
|
||||
|
|
@ -28,6 +34,7 @@ public class NitroCooldownState : NitroBaseState
|
|||
|
||||
}
|
||||
|
||||
//cooldown timer
|
||||
private IEnumerator startCoolDown(NitroStateManager nSM){
|
||||
//nSM.driver.startUICooldown("Nitro");
|
||||
yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@ public class NitroIncapacitatedState : NitroBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(NitroStateManager nSM){
|
||||
|
||||
//if no longer incapacitated then None
|
||||
if(nSM.mSM.currentState != nSM.mSM.RagdollState && nSM.mSM.currentState != nSM.mSM.RecoveringState){
|
||||
nSM.SwitchState(nSM.NoneState);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,32 +5,37 @@ using UnityEngine;
|
|||
public class NitroNitroingState : NitroBaseState
|
||||
{
|
||||
|
||||
private float tempTimer;
|
||||
private float actualMaxVel;
|
||||
private float actualAcc;
|
||||
private float tempTimer; // temporary timer
|
||||
private float actualMaxVel; // actual max velocity
|
||||
private float actualAcc; // actual acceleration
|
||||
|
||||
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
|
||||
actualMaxVel = nSM.pStats.MaxVel;
|
||||
actualAcc = nSM.pStats.Acc;
|
||||
nSM.pStats.Acc += nSM.nitroAccBoost;
|
||||
nSM.pStats.MaxVel += nSM.nitroVelBoost;
|
||||
actualMaxVel = nSM.pStats.MaxVel; // saves previous max velocity
|
||||
actualAcc = nSM.pStats.Acc; // saves previous max acc
|
||||
nSM.pStats.Acc += nSM.nitroAccBoost; // increases acceleration
|
||||
nSM.pStats.MaxVel += nSM.nitroVelBoost; // increases max velocity
|
||||
|
||||
tempTimer = 5;
|
||||
tempTimer = 5; // how long we will be sped up
|
||||
}
|
||||
|
||||
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
|
||||
nSM.pStats.Acc = actualAcc;
|
||||
nSM.pStats.MaxVel = actualMaxVel;
|
||||
nSM.pStats.Acc = actualAcc; // reset acceleration
|
||||
nSM.pStats.MaxVel = actualMaxVel; // reset maximum velocity
|
||||
}
|
||||
|
||||
public override void UpdateState(NitroStateManager nSM){
|
||||
|
||||
//if still nitroing decrease timer
|
||||
if(tempTimer > 0){
|
||||
tempTimer -= .02f;
|
||||
}
|
||||
|
||||
//otherwise cooldown
|
||||
else{
|
||||
nSM.SwitchState(nSM.CooldownState);
|
||||
}
|
||||
|
||||
//if ragdolling then cooldown
|
||||
if(nSM.mSM.currentState == nSM.mSM.RagdollState){
|
||||
nSM.SwitchState(nSM.CooldownState);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,16 +13,21 @@ public class NitroNoneState : NitroBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(NitroStateManager nSM){
|
||||
|
||||
//if player has nitro
|
||||
if(nSM.pStats.HasNitro){
|
||||
|
||||
//if ragdolling then incapacitiated
|
||||
if(nSM.mSM.currentState == nSM.mSM.RagdollState){
|
||||
nSM.SwitchState(nSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)))
|
||||
//if pressing left shift then nitroing
|
||||
else if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)))
|
||||
{
|
||||
nSM.SwitchState(nSM.NitroingState);
|
||||
}
|
||||
|
||||
if(nSM.mSM.currentState == nSM.mSM.RagdollState){
|
||||
nSM.SwitchState(nSM.IncapacitatedState);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -29,12 +29,12 @@ public class NitroStateManager : NetworkBehaviour
|
|||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public MoveStateManager mSM;
|
||||
public CoolDown driver;
|
||||
public MoveStateManager mSM; // move state manager
|
||||
public CoolDown driver; // cooldown driver
|
||||
////
|
||||
|
||||
////Items Section
|
||||
public SpecialItem nitroItem;
|
||||
public SpecialItem nitroItem; // nitro item
|
||||
////
|
||||
|
||||
////Variables Section
|
||||
|
|
|
|||
|
|
@ -5,38 +5,46 @@ using UnityEngine;
|
|||
public class OffenseAirKickState : OffenseBaseState
|
||||
{
|
||||
|
||||
private float legRotation = 0;
|
||||
bool kicked = false;
|
||||
private float legRotation = 0; // angle for leg rotation
|
||||
bool kicked = false; // whether they have kicked or not
|
||||
|
||||
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
|
||||
oSM.leg.SetActive(true);
|
||||
legRotation = -90;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
kicked = false;
|
||||
|
||||
oSM.leg.SetActive(true); // activate leg
|
||||
legRotation = -90;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
|
||||
kicked = false; // haven't kicked
|
||||
|
||||
//start kicking routine
|
||||
oSM.StartCoroutine(kicking(8f));
|
||||
}
|
||||
|
||||
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
|
||||
legRotation = 0;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
oSM.leg.SetActive(false);
|
||||
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
|
||||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if incapacitated then cooldown
|
||||
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
|
||||
|
||||
//if kicked or grounded then cooldown
|
||||
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(OffenseStateManager oSM){
|
||||
|
||||
//jitter player upwards because of a weird issue with collider
|
||||
oSM.moveController.Move(new Vector3(0,.002f,0));
|
||||
}
|
||||
|
||||
//kicking timer
|
||||
private IEnumerator kicking(float waitTime){
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
kicked = true;
|
||||
|
|
|
|||
|
|
@ -5,38 +5,46 @@ using UnityEngine;
|
|||
public class OffenseAirPunchState : OffenseBaseState
|
||||
{
|
||||
|
||||
private float legRotation = 0;
|
||||
bool kicked = false;
|
||||
private float legRotation = 0; // angle for leg rotation
|
||||
bool kicked = false; // whether they have kicked or not
|
||||
|
||||
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
|
||||
oSM.leg.SetActive(true);
|
||||
legRotation = -90;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
kicked = false;
|
||||
|
||||
oSM.leg.SetActive(true); // activate leg
|
||||
legRotation = -90;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
|
||||
kicked = false; // haven't kicked
|
||||
|
||||
//start kicking routine
|
||||
oSM.StartCoroutine(kicking(8f));
|
||||
}
|
||||
|
||||
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
|
||||
legRotation = 0;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
oSM.leg.SetActive(false);
|
||||
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
|
||||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if incapacitated then cooldown
|
||||
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
|
||||
//if kicked or grounded then cooldown
|
||||
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(OffenseStateManager oSM){
|
||||
|
||||
//jitter player upwards because of a weird issue with collider
|
||||
oSM.moveController.Move(new Vector3(0,.002f,0));
|
||||
}
|
||||
|
||||
//kicking timer
|
||||
private IEnumerator kicking(float waitTime){
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
kicked = true;
|
||||
|
|
|
|||
|
|
@ -5,35 +5,41 @@ using UnityEngine;
|
|||
public class OffenseKickState : OffenseBaseState
|
||||
{
|
||||
|
||||
float legRotation = 0;
|
||||
bool kicked = false;
|
||||
float legRotation = 0; // angle for leg rotation
|
||||
bool kicked = false; // whether they have kicked or not
|
||||
|
||||
|
||||
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
|
||||
|
||||
oSM.leg.SetActive(true);
|
||||
kicked = false;
|
||||
oSM.leg.SetActive(true); // activate leg
|
||||
kicked = false; // haven't kicked
|
||||
|
||||
//start kicking routine
|
||||
oSM.StartCoroutine(kicking(1f));
|
||||
}
|
||||
|
||||
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
|
||||
legRotation = 0;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
oSM.leg.SetActive(false);
|
||||
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
|
||||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if incapacitated then cooldown
|
||||
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
|
||||
//if kicked then cooldown
|
||||
if(kicked){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if leg isn't fully extended rotate it
|
||||
if(legRotation > -90){
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
legRotation -= 20;
|
||||
|
|
@ -41,9 +47,12 @@ public class OffenseKickState : OffenseBaseState
|
|||
else{
|
||||
legRotation = -90;
|
||||
}
|
||||
|
||||
//jitter player upwards because of a weird issue with collider
|
||||
oSM.moveController.Move(new Vector3(0,.002f,0));
|
||||
}
|
||||
|
||||
//kicking timer
|
||||
private IEnumerator kicking(float waitTime){
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
kicked = true;
|
||||
|
|
|
|||
|
|
@ -5,35 +5,41 @@ using UnityEngine;
|
|||
public class OffensePunchState : OffenseBaseState
|
||||
{
|
||||
|
||||
float legRotation = 0;
|
||||
bool kicked = false;
|
||||
float legRotation = 0; // angle for leg rotation
|
||||
bool kicked = false; // whether they have kicked or not
|
||||
|
||||
|
||||
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
|
||||
|
||||
oSM.leg.SetActive(true);
|
||||
kicked = false;
|
||||
oSM.leg.SetActive(true); // activate leg
|
||||
kicked = false; // haven't kicked
|
||||
|
||||
//start kicking routine
|
||||
oSM.StartCoroutine(kicking(1f));
|
||||
}
|
||||
|
||||
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
|
||||
legRotation = 0;
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
oSM.leg.SetActive(false);
|
||||
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); // deactivate leg
|
||||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if incapacitated then cooldown
|
||||
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
|
||||
//if kicked then cooldown
|
||||
if(kicked){
|
||||
oSM.SwitchState(oSM.CooldownState);
|
||||
}
|
||||
}
|
||||
|
||||
public override void FixedUpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if leg isn't fully extended rotate it
|
||||
if(legRotation > -90){
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
|
||||
legRotation -= 20;
|
||||
|
|
@ -41,9 +47,12 @@ public class OffensePunchState : OffenseBaseState
|
|||
else{
|
||||
legRotation = -90;
|
||||
}
|
||||
|
||||
//jitter player upwards because of a weird issue with collider
|
||||
oSM.moveController.Move(new Vector3(0,.002f,0));
|
||||
}
|
||||
|
||||
//kicking timer
|
||||
private IEnumerator kicking(float waitTime){
|
||||
yield return new WaitForSeconds(waitTime);
|
||||
kicked = true;
|
||||
|
|
|
|||
|
|
@ -4,11 +4,12 @@ using UnityEngine;
|
|||
|
||||
public class OffenseCooldownState : OffenseBaseState
|
||||
{
|
||||
bool cooldown = false;
|
||||
bool cooldown = false; // whether or not cooldown is over
|
||||
|
||||
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
|
||||
cooldown = false;
|
||||
cooldown = false; // cooldown isn't over
|
||||
|
||||
//start cooldown
|
||||
oSM.StartCoroutine(kickCooldown());
|
||||
}
|
||||
|
||||
|
|
@ -17,9 +18,13 @@ public class OffenseCooldownState : OffenseBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if cooldown over and incapacitated then incapacitated
|
||||
if(cooldown && (oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
//if cooldown over then None
|
||||
else if(cooldown){
|
||||
oSM.SwitchState(oSM.NoneState);
|
||||
}
|
||||
|
|
@ -29,6 +34,7 @@ public class OffenseCooldownState : OffenseBaseState
|
|||
|
||||
}
|
||||
|
||||
//kick cooldown
|
||||
private IEnumerator kickCooldown(){
|
||||
yield return new WaitForSeconds(.5f);
|
||||
cooldown = true;
|
||||
|
|
|
|||
|
|
@ -13,6 +13,8 @@ public class OffenseIncapacitatedState : OffenseBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
//if no longer incapacitated then None
|
||||
if((oSM.mSM.currentState != oSM.mSM.RagdollState && oSM.mSM.currentState != oSM.mSM.SlideState && oSM.mSM.currentState != oSM.mSM.CrouchState && oSM.mSM.currentState != oSM.mSM.CrouchWalkState) && (oSM.aSM.currentState != oSM.aSM.WallRunState && oSM.aSM.currentState != oSM.aSM.WallIdleState && oSM.aSM.currentState != oSM.aSM.GrappleAirState && oSM.aSM.currentState != oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.NoneState);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,22 +13,36 @@ public class OffenseNoneState : OffenseBaseState
|
|||
}
|
||||
|
||||
public override void UpdateState(OffenseStateManager oSM){
|
||||
|
||||
|
||||
//if incapacitated then incapacitated
|
||||
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
|
||||
oSM.SwitchState(oSM.IncapacitatedState);
|
||||
}
|
||||
|
||||
//if grounded then grounded kick states
|
||||
else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
|
||||
|
||||
//if power is above 300 then punch
|
||||
if(oSM.pStats.KickPow > 300){
|
||||
oSM.SwitchState(oSM.PunchState);
|
||||
}
|
||||
|
||||
//otherwise kick
|
||||
else{
|
||||
oSM.SwitchState(oSM.KickState);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//if in the air
|
||||
else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
|
||||
|
||||
//if power is above 300 air punch
|
||||
if(oSM.pStats.KickPow > 300){
|
||||
oSM.SwitchState(oSM.AirPunchState);
|
||||
}
|
||||
|
||||
//otherwise air kick
|
||||
else{
|
||||
oSM.SwitchState(oSM.AirKickState);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -36,8 +36,8 @@ public class OffenseStateManager : NetworkBehaviour
|
|||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public MoveStateManager mSM;
|
||||
public AerialStateManager aSM;
|
||||
public MoveStateManager mSM; // move state manager
|
||||
public AerialStateManager aSM; // aerial state manager
|
||||
////
|
||||
|
||||
void Awake(){
|
||||
|
|
@ -60,7 +60,7 @@ public class OffenseStateManager : NetworkBehaviour
|
|||
////Initialize Scripts
|
||||
pStats = GetComponent<PlayerStats>(); // set PlayerStats
|
||||
mSM = GetComponent<MoveStateManager>(); // set move state manager
|
||||
aSM = GetComponent<AerialStateManager>();
|
||||
aSM = GetComponent<AerialStateManager>(); // set aerial state manager
|
||||
////
|
||||
}
|
||||
|
||||
|
|
@ -99,9 +99,10 @@ public class OffenseStateManager : NetworkBehaviour
|
|||
currentState.EnterState(this, previousState);
|
||||
}
|
||||
|
||||
//Collision checker for the leg
|
||||
private void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
Collider myCollider = collision.contacts[0].thisCollider;
|
||||
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()){
|
||||
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ public class PlayerCam : NetworkBehaviour
|
|||
|
||||
void Update ()
|
||||
{
|
||||
//if (!IsLocalPlayer) { return; }
|
||||
if (!IsLocalPlayer) { return; }
|
||||
|
||||
offset = transform.parent.forward * rad.magnitude;
|
||||
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+3),(player.transform.position.z - offset.z));
|
||||
|
|
|
|||
|
|
@ -24,17 +24,17 @@ EditorUserSettings:
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value: 22424703114646703f313f3611314b0506241b2f222d69032e2c1336add32039f0f323f9d4393a323c34bf6d4a2b0f36e613
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flags: 0
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RecentlyUsedScenePath-6:
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value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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flags: 0
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RecentlyUsedScenePath-7:
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value: 22424703114646680e0b0227036c78111b125507233d28242c20137df7ee3d2cfb
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flags: 0
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RecentlyUsedScenePath-8:
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||||
RecentlyUsedScenePath-7:
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value: 22424703114646680e0b0227036c731f1415016439262f2434
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flags: 0
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RecentlyUsedScenePath-9:
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RecentlyUsedScenePath-8:
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value: 22424703114646680e0b0227036c6f02131b172b282d347e38271427fb
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flags: 0
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RecentlyUsedScenePath-9:
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value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
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flags: 0
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vcSharedLogLevel:
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value: 0d5e400f0650
|
||||
flags: 0
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||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user