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

@@ -10,7 +10,7 @@ public class MoveSlideState : MoveBaseState
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
//Initialize Important Stats On state enter
//Rotate player and adjust height and adjust traction
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
@@ -19,12 +19,16 @@ public class MoveSlideState : MoveBaseState
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
//if next state isn't crouch then revert player rotation, height, and traction
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.moveController.height *= 2.0f;
}
//if state is crouch revert traction
else{
mSM.pStats.Traction = originalTraction;
}
@@ -40,7 +44,11 @@ public class MoveSlideState : MoveBaseState
}
public override void FixedUpdateState(MoveStateManager mSM){
//counter rotates player so they don't rotate when camera is turned
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
//steadily increase traction
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
@@ -82,6 +90,8 @@ public class MoveSlideState : MoveBaseState
}
}
*/
//actual slide movement
mSM.SlideMovement();
}
}