mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 18:34:32 -05:00
Did some bugfixing and commented on everything
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@@ -4,11 +4,12 @@ using UnityEngine;
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public class OffenseCooldownState : OffenseBaseState
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{
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bool cooldown = false;
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bool cooldown = false; // whether or not cooldown is over
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public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
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cooldown = false;
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cooldown = false; // cooldown isn't over
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//start cooldown
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oSM.StartCoroutine(kickCooldown());
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}
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@@ -17,9 +18,13 @@ public class OffenseCooldownState : OffenseBaseState
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if cooldown over and incapacitated then incapacitated
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if(cooldown && (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)){
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oSM.SwitchState(oSM.IncapacitatedState);
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}
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//if cooldown over then None
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else if(cooldown){
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oSM.SwitchState(oSM.NoneState);
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}
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@@ -29,6 +34,7 @@ public class OffenseCooldownState : OffenseBaseState
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}
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//kick cooldown
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private IEnumerator kickCooldown(){
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yield return new WaitForSeconds(.5f);
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cooldown = true;
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@@ -13,6 +13,8 @@ public class OffenseIncapacitatedState : OffenseBaseState
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if no longer incapacitated then None
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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)){
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oSM.SwitchState(oSM.NoneState);
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}
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@@ -13,22 +13,36 @@ public class OffenseNoneState : OffenseBaseState
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if incapacitated then incapacitated
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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)){
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oSM.SwitchState(oSM.IncapacitatedState);
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}
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//if grounded then grounded kick states
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else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
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//if power is above 300 then punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.PunchState);
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}
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//otherwise kick
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else{
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oSM.SwitchState(oSM.KickState);
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}
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}
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//if in the air
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else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){
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//if power is above 300 air punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.AirPunchState);
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}
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//otherwise air kick
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else{
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oSM.SwitchState(oSM.AirKickState);
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}
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