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

@@ -5,36 +5,42 @@ using UnityEngine;
public class DashDashingState : DashBaseState
{
Vector3 moveDirection;
const float maxDashTime = 1.0f;
float dashDistance = 10;
float dashStoppingSpeed = 0.1f;
float currentDashTime = maxDashTime;
float dashSpeed = 12;
Vector3 moveDirection; // direction vector
const float maxDashTime = .8f; // max dash time
float dashDistance = 10; // distance to dash
float dashStoppingSpeed = 0.1f; // how quickly they stop
float currentDashTime = maxDashTime; // current dash time
float dashSpeed = 12; // dash speed
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
currentDashTime = 0;
currentDashTime = 0; // resets dash time
}
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
moveDirection = Vector3.zero;
moveDirection = Vector3.zero; // resets moveDirection
}
public override void UpdateState(DashStateManager dSM){
//if dash timer is active then move player
if(currentDashTime < maxDashTime){
moveDirection = dSM.transform.forward * dashDistance;
currentDashTime += dashStoppingSpeed;
}
//if dashtimer runs out then cooldown
else{
dSM.SwitchState(dSM.CooldownState);
}
//if player becomes incapacitated then cooldown
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){
dSM.SwitchState(dSM.CooldownState);
}
}
public override void FixedUpdateState(DashStateManager dSM){
//Actually moves the player
dSM.moveController.Move(moveDirection * Time.deltaTime * dashSpeed);
}
}