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

@@ -5,38 +5,46 @@ using UnityEngine;
public class OffenseAirKickState : OffenseBaseState
{
private float legRotation = 0;
bool kicked = false;
private float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true);
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
kicked = false;
oSM.leg.SetActive(true); // activate leg
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(8f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
oSM.leg.SetActive(false);
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked or grounded then cooldown
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;

View File

@@ -5,38 +5,46 @@ using UnityEngine;
public class OffenseAirPunchState : OffenseBaseState
{
private float legRotation = 0;
bool kicked = false;
private float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true);
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
kicked = false;
oSM.leg.SetActive(true); // activate leg
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(8f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
oSM.leg.SetActive(false);
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked or grounded then cooldown
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;

View File

@@ -5,35 +5,41 @@ using UnityEngine;
public class OffenseKickState : OffenseBaseState
{
float legRotation = 0;
bool kicked = false;
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true);
kicked = false;
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
oSM.leg.SetActive(false);
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
@@ -41,9 +47,12 @@ public class OffenseKickState : OffenseBaseState
else{
legRotation = -90;
}
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;

View File

@@ -5,35 +5,41 @@ using UnityEngine;
public class OffensePunchState : OffenseBaseState
{
float legRotation = 0;
bool kicked = false;
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true);
kicked = false;
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
oSM.leg.SetActive(false);
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // deactivate leg
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
@@ -41,9 +47,12 @@ public class OffensePunchState : OffenseBaseState
else{
legRotation = -90;
}
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;