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

@@ -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);
}
}