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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@@ -4,11 +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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