Did some bugfixing and commented on everything

This commit is contained in:
Melbyj1125
2022-02-17 20:55:23 -06:00
parent e74a1c61c0
commit 820b11dd61
40 changed files with 528 additions and 250 deletions

View File

@@ -15,26 +15,27 @@ public class AerialFallingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if Grav Vel > 0 then jumping
if(aSM.pStats.GravVel > 0){
if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
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)){
aSM.SwitchState(aSM.GlidingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wallrunning ands is in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -22,22 +22,22 @@ public class AerialGlidingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if not holding jump fall
if(!Input.GetButton("Jump")){
if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if isWallrunning and in state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -17,16 +17,16 @@ public class AerialGroundedState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0){
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))){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0){
else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}

View File

@@ -16,22 +16,22 @@ public class AerialJumpingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 falling
if(aSM.pStats.GravVel < 0){
if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}