mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Did some bugfixing and commented on everything
This commit is contained in:
@@ -4,11 +4,11 @@ using UnityEngine;
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public class DashCooldownState : DashBaseState
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{
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bool cooldown = false;
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bool cooldown = false; // is cooldown over
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public override void EnterState(DashStateManager dSM, DashBaseState previousState){
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cooldown = false;
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dSM.StartCoroutine(startCoolDown(dSM));
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cooldown = false; // sets cooldown
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dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
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}
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public override void ExitState(DashStateManager dSM, DashBaseState nextState){
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@@ -16,9 +16,13 @@ public class DashCooldownState : DashBaseState
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}
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public override void UpdateState(DashStateManager dSM){
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//if after cooldown player is incapacitated still then Incapacitated
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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)){
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dSM.SwitchState(dSM.IncapacitatedState);
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}
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//if cooldown is over then None
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else if(cooldown){
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dSM.SwitchState(dSM.NoneState);
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}
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@@ -28,6 +32,7 @@ public class DashCooldownState : DashBaseState
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}
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//cooldown function
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private IEnumerator startCoolDown(DashStateManager dSM){
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//dSM.driver.startUICooldown(dashItem.name);
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yield return new WaitForSeconds(dSM.dashItem.cooldownM);
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@@ -5,36 +5,42 @@ using UnityEngine;
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public class DashDashingState : DashBaseState
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{
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Vector3 moveDirection;
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const float maxDashTime = 1.0f;
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float dashDistance = 10;
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float dashStoppingSpeed = 0.1f;
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float currentDashTime = maxDashTime;
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float dashSpeed = 12;
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Vector3 moveDirection; // direction vector
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const float maxDashTime = .8f; // max dash time
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float dashDistance = 10; // distance to dash
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float dashStoppingSpeed = 0.1f; // how quickly they stop
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float currentDashTime = maxDashTime; // current dash time
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float dashSpeed = 12; // dash speed
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public override void EnterState(DashStateManager dSM, DashBaseState previousState){
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currentDashTime = 0;
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currentDashTime = 0; // resets dash time
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}
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public override void ExitState(DashStateManager dSM, DashBaseState nextState){
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moveDirection = Vector3.zero;
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moveDirection = Vector3.zero; // resets moveDirection
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}
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public override void UpdateState(DashStateManager dSM){
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//if dash timer is active then move player
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if(currentDashTime < maxDashTime){
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moveDirection = dSM.transform.forward * dashDistance;
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currentDashTime += dashStoppingSpeed;
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}
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//if dashtimer runs out then cooldown
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else{
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dSM.SwitchState(dSM.CooldownState);
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}
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//if player becomes incapacitated then cooldown
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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){
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dSM.SwitchState(dSM.CooldownState);
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}
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}
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public override void FixedUpdateState(DashStateManager dSM){
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//Actually moves the player
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dSM.moveController.Move(moveDirection * Time.deltaTime * dashSpeed);
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}
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}
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@@ -13,6 +13,8 @@ public class DashIncapacitatedState : DashBaseState
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}
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public override void UpdateState(DashStateManager dSM){
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//if no longer incapacitated then None
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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){
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dSM.SwitchState(dSM.NoneState);
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}
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@@ -13,14 +13,20 @@ public class DashNoneState : DashBaseState
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}
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public override void UpdateState(DashStateManager dSM){
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//checks if player has dash
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if(dSM.pStats.HasDash){
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if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){
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//if incapacitated then incapacitated
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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){
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dSM.SwitchState(dSM.IncapacitatedState);
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}
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//if R key then Dashing
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else if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){
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dSM.SwitchState(dSM.DashingState);
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}
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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){
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dSM.SwitchState(dSM.IncapacitatedState);
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}
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}
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}
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@@ -15,36 +15,26 @@ public class DashStateManager : NetworkBehaviour
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public DashCooldownState CooldownState = new DashCooldownState();
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public DashDashingState DashingState = new DashDashingState();
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////
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////Objects Sections
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GameObject parentObj; // Parent 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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////Scripts Section
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public PlayerStats pStats; // Player Stats
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public MoveStateManager mSM;
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public CoolDown driver;
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public MoveStateManager mSM; // movement state manager
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public CoolDown driver; // cooldown driver
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////
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////Items Section
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public SpecialItem dashItem;
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public SpecialItem dashItem; // dash item
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////
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void Awake(){
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////Initialize Player Components
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moveController = GetComponent<CharacterController>(); // set Character Controller
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rB = GetComponent<Rigidbody>(); //set Rigid Body
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capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
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capCol.enabled = true;
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parentObj = transform.parent.gameObject; // set parent object
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animator = GetComponent<Animator>(); // set animator
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//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
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////
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