mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Did some bugfixing and commented on everything
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@@ -4,42 +4,51 @@ using UnityEngine;
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public class MoveRagdollState : MoveBaseState
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{
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float ragTime;
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Vector3 prevRot;
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bool beginRagTimer = false;
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float ragTime; // ragdoll timer
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Vector3 prevRot; // previous rotation before ragdolled
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bool beginRagTimer = false; // whether ragtimer has started
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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ragTime = mSM.pStats.RecovTime;
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prevRot = mSM.transform.localEulerAngles;
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mSM.capCol.enabled = true;
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mSM.moveController.enabled = false;
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mSM.rB.isKinematic = false;
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mSM.rB.detectCollisions = true;
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ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
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prevRot = mSM.transform.localEulerAngles; // save previous rotation
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mSM.capCol.enabled = true; // enable capsule collider
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mSM.moveController.enabled = false; // disable move controller
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mSM.rB.isKinematic = false; // disable kinematic
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mSM.rB.detectCollisions = true; // detect collisions
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//apply force
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mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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mSM.pStats.GravVel = 50;
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mSM.capCol.enabled = false;
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mSM.moveController.enabled = true;
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mSM.rB.isKinematic = true;
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mSM.rB.detectCollisions = false;
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mSM.transform.localEulerAngles = prevRot;
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mSM.pStats.GravVel = 50; // resets gravVel
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mSM.capCol.enabled = false; // disable capsule collider
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mSM.moveController.enabled = true; // enable move controller
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mSM.rB.isKinematic = true; // enable kinematic
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mSM.rB.detectCollisions = false; // detect collisions false
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mSM.transform.localEulerAngles = prevRot; // reset player rotation
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}
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public override void UpdateState(MoveStateManager mSM){
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//if player hasn't touched the ground don't start timer
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if(!beginRagTimer){
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beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
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}
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//start timer
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else{
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ragTime -= Time.deltaTime;
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}
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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//Has to be in Fixed Update because it has player movement
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//if ragtimer is over then recover
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if(ragTime <= 0 && beginRagTimer){
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ragTime = 0;
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beginRagTimer = false;
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@@ -7,7 +7,7 @@ public class MoveRecoveringState : MoveBaseState
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////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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mSM.CancelMomentum();
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mSM.CancelMomentum(); // reset player variables
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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@@ -15,6 +15,8 @@ public class MoveRecoveringState : MoveBaseState
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}
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public override void UpdateState(MoveStateManager mSM){
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//swap to idle state
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mSM.SwitchState(mSM.IdleState);
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}
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