mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
Did some bugfixing and commented on everything
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@@ -4,10 +4,12 @@ using UnityEngine;
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public class AerialWallRunState : AerialBaseState
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{
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bool spaceHeld = true;
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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aSM.pStats.GravVel = 0;
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aSM.pStats.GravVel = 0; // on entering reset grav vel
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spaceHeld = true; // prevent accidental wall jumping
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}
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@@ -16,19 +18,31 @@ public class AerialWallRunState : AerialBaseState
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}
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public override void UpdateState(AerialStateManager aSM){
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if(Input.GetButton("Jump")){
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//if not wallrunning or are ragdolling then falling
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if(!aSM.isWallRunning || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
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aSM.SwitchState(aSM.FallingState);
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}
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//if space is pressed then jumping
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else if(Input.GetButton("Jump") && !spaceHeld){
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aSM.SwitchState(aSM.JumpingState);
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}
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else if(!aSM.isWallRunning){
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aSM.SwitchState(aSM.FallingState);
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else if(!Input.GetButton("Jump") && spaceHeld){
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spaceHeld = false;
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}
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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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//if able to grapple then grapple
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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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public override void FixedUpdateState(AerialStateManager aSM){
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//Modified gravity calculation for wallrun
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aSM.GravityCalculation(2);
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}
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}
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