From 833183d0342455fffcfe007ff4d802b2e6965501 Mon Sep 17 00:00:00 2001 From: Melbyj1125 <60886701+Melbyj1125@users.noreply.github.com> Date: Tue, 15 Feb 2022 21:19:12 -0600 Subject: [PATCH] Finished the Movement and Aerial groups Working on the Dash, Nitro, and offense groups now --- Assets/Scenes/Demos/MovementScene.unity | 22 +- .../AerialState/Aerial/AerialFallingState.cs | 18 +- .../AerialState/Aerial/AerialGlidingState.cs | 22 +- .../AerialState/Aerial/AerialGroundedState.cs | 16 +- .../AerialState/Aerial/AerialJumpingState.cs | 20 +- .../AerialState/AerialBaseState.cs | 5 +- .../AerialState/AerialStateManager.cs | 351 ++++++++++++++++-- .../DebugStateStuff/AerialState/Grapple.meta | 8 + .../Grapple/AerialGrappleAirState.cs | 228 ++++++++++++ .../Grapple/AerialGrappleAirState.cs.meta | 11 + .../Grapple/AerialGrappleGroundedState.cs | 39 ++ .../AerialGrappleGroundedState.cs.meta | 11 + .../DebugStateStuff/AerialState/Wallrun.meta | 8 + .../Wallrun/AerialWallIdleState.cs | 23 ++ .../Wallrun/AerialWallIdleState.cs.meta | 11 + .../AerialState/Wallrun/AerialWallRunState.cs | 34 ++ .../Wallrun/AerialWallRunState.cs.meta | 11 + .../DebugStateStuff/DashState/Dash.meta | 8 + .../DashState/Dash/DashCooldownState.cs | 18 + .../DashState/Dash/DashCooldownState.cs.meta | 11 + .../DashState/Dash/DashDashingState.cs | 18 + .../DashState/Dash/DashDashingState.cs.meta | 11 + .../DashState/Dash/DashIncapacitatedState.cs | 18 + .../Dash/DashIncapacitatedState.cs.meta | 11 + .../DashState/Dash/DashNoneState.cs | 18 + .../DashState/Dash/DashNoneState.cs.meta | 11 + .../DashState/DashBaseState.cs | 11 + .../DashState/DashBaseState.cs.meta | 11 + .../DashState/DashStateManager.cs | 33 ++ .../DashState/DashStateManager.cs.meta | 11 + .../Grapple/MoveGrappleAirState.cs | 34 ++ .../Grapple/MoveGrappleAirState.cs.meta | 11 + .../{Incapcitated.meta => Incapacitated.meta} | 0 .../MoveRagdollState.cs | 21 +- .../MoveRagdollState.cs.meta | 0 .../MoveRecoveringState.cs | 10 +- .../MoveRecoveringState.cs.meta | 0 .../MovementState/MoveBaseState.cs | 4 +- .../MovementState/MoveStateManager.cs | 22 +- .../MovementState/Slide/MoveCrouchState.cs | 26 +- .../Slide/MoveCrouchWalkState.cs | 9 +- .../MovementState/Slide/MoveSlideState.cs | 25 +- .../MovementState/WASD/MoveIdleState.cs | 12 +- .../MovementState/WASD/MoveJogState.cs | 14 +- .../MovementState/WASD/MoveRunState.cs | 12 +- .../MovementState/WASD/MoveWalkState.cs | 12 +- .../DebugStateStuff/NitroState/Nitro.meta | 8 + .../NitroState/Nitro/NitroCooldownState.cs | 18 + .../Nitro/NitroCooldownState.cs.meta | 11 + .../Nitro/NitroIncapacitatedState.cs | 18 + .../Nitro/NitroIncapacitatedState.cs.meta | 11 + .../NitroState/Nitro/NitroNitroingState.cs | 18 + .../Nitro/NitroNitroingState.cs.meta | 11 + .../NitroState/Nitro/NitroNoneState.cs | 18 + .../NitroState/Nitro/NitroNoneState.cs.meta | 11 + .../NitroState/NitroBaseState.cs | 11 + .../NitroState/NitroBaseState.cs.meta | 11 + .../NitroState/NitroStateManager.cs | 28 ++ .../NitroState/NitroStateManager.cs.meta | 11 + .../OffenseState/Kick&Punch.meta | 8 + .../Kick&Punch/OffenseAirKickState.cs | 18 + .../Kick&Punch/OffenseAirKickState.cs.meta | 11 + .../Kick&Punch/OffenseAirPunchState.cs | 18 + .../Kick&Punch/OffenseAirPunchState.cs.meta | 11 + .../Kick&Punch/OffenseKickState.cs | 18 + .../Kick&Punch/OffenseKickState.cs.meta | 11 + .../Kick&Punch/OffensePunchState.cs | 18 + .../Kick&Punch/OffensePunchState.cs.meta | 11 + .../DebugStateStuff/OffenseState/Offense.meta | 8 + .../Offense/OffenseCooldownState.cs | 18 + .../Offense/OffenseCooldownState.cs.meta | 11 + .../Offense/OffenseIncapacitatedState.cs | 18 + .../Offense/OffenseIncapacitatedState.cs.meta | 11 + .../OffenseState/Offense/OffenseNoneState.cs | 18 + .../Offense/OffenseNoneState.cs.meta | 11 + .../OffenseState/OffenseBaseState.cs | 11 + .../OffenseState/OffenseBaseState.cs.meta | 11 + .../OffenseState/OffenseStateManager.cs | 28 ++ .../OffenseState/OffenseStateManager.cs.meta | 11 + .../PlayerItems/ItemScripts/GrapplingHook.cs | 32 +- .../PlayerItems/ItemScripts/WallRun.cs | 4 - 81 files changed, 1568 insertions(+), 173 deletions(-) create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs.meta rename Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/{Incapcitated.meta => Incapacitated.meta} (100%) rename Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/{Incapcitated => Incapacitated}/MoveRagdollState.cs (89%) rename Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/{Incapcitated => Incapacitated}/MoveRagdollState.cs.meta (100%) rename Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/{Incapcitated => Incapacitated}/MoveRecoveringState.cs (71%) rename Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/{Incapcitated => Incapacitated}/MoveRecoveringState.cs.meta (100%) create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs.meta create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs create mode 100644 Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs.meta diff --git a/Assets/Scenes/Demos/MovementScene.unity b/Assets/Scenes/Demos/MovementScene.unity index b2c8fec..85f2fbd 100644 --- a/Assets/Scenes/Demos/MovementScene.unity +++ b/Assets/Scenes/Demos/MovementScene.unity @@ -5245,9 +5245,9 @@ MonoBehaviour: playerGrav: 200 gravVel: 0 hasBlink: 0 - hasGlider: 0 - hasGrapple: 0 - hasWallrun: 0 + hasGlider: 1 + hasGrapple: 1 + hasWallrun: 1 hasNitro: 0 hasDash: 0 playerPoints: 15 @@ -5293,6 +5293,7 @@ MonoBehaviour: rB: {fileID: 0} capCol: {fileID: 0} pStats: {fileID: 0} + aSM: {fileID: 0} idleLimit: 0.3 walkLimit: 10 jogLimit: 20 @@ -5330,6 +5331,21 @@ MonoBehaviour: fallMultiplier: 1.6 isGrounded: 0 groundCheckDistance: 0.05 + isWallRunning: 0 + maxGrabDistance: 30 + hookPoint: {fileID: 0} + hookPoints: [] + hookPointIndex: 0 + distance: 0 + maxGrappleDistance: 20 + maxSwingSpeed: 50 + minSwingSpeed: 20 + swingAcc: 3 + maxSwingMom: 60 + release: 0 + tempRelease: {x: 0, y: 0, z: 0} + lerpRelease: {x: 0, y: 0, z: 0} + forceDirection: {x: 0, y: 0, z: 0} --- !u!4 &4090990814600649861 Transform: m_ObjectHideFlags: 0 diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialFallingState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialFallingState.cs index e12bbc3..e111edd 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialFallingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialFallingState.cs @@ -4,10 +4,14 @@ using UnityEngine; public class AerialFallingState : AerialBaseState { - public override void EnterState(AerialStateManager aSM){ + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Falling State"); } + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + + } + public override void UpdateState(AerialStateManager aSM){ if(aSM.pStats.GravVel > 0){ aSM.SwitchState(aSM.JumpingState); @@ -19,13 +23,21 @@ public class AerialFallingState : AerialBaseState if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } + + if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.WallRunState); + } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); - } - public override void OnCollisionEnter(AerialStateManager aSM){ + if(aSM.pStats.HasGrapple){ + aSM.GrappleReleaseForce(); + } + if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.GrappleAirState); + } } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGlidingState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGlidingState.cs index b7dda11..31ee640 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGlidingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGlidingState.cs @@ -6,30 +6,40 @@ public class AerialGlidingState : AerialBaseState { float tempTraction; - public override void EnterState(AerialStateManager aSM){ + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Gliding State"); tempTraction = aSM.pStats.Traction; aSM.pStats.Traction = 1.0f; } + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + aSM.pStats.Traction = tempTraction; + } + public override void UpdateState(AerialStateManager aSM){ if(!Input.GetButton("Jump")){ - aSM.pStats.Traction = tempTraction; aSM.SwitchState(aSM.FallingState); } if(aSM.isGrounded){ - aSM.pStats.Traction = tempTraction; aSM.SwitchState(aSM.GroundedState); } + + if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.WallRunState); + } + + if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.GrappleAirState); + } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(9); - } - - public override void OnCollisionEnter(AerialStateManager aSM){ + if(aSM.pStats.HasGrapple){ + aSM.GrappleReleaseForce(); + } } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGroundedState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGroundedState.cs index 5494640..d985778 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGroundedState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGroundedState.cs @@ -4,8 +4,14 @@ using UnityEngine; public class AerialGroundedState : AerialBaseState { - public override void EnterState(AerialStateManager aSM){ + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Grounded State"); + + aSM.release = false; + } + + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + } public override void UpdateState(AerialStateManager aSM){ @@ -15,13 +21,13 @@ public class AerialGroundedState : AerialBaseState else if(aSM.pStats.GravVel > 0){ aSM.SwitchState(aSM.JumpingState); } + + if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.GrappleGroundedState); + } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); } - - public override void OnCollisionEnter(AerialStateManager aSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialJumpingState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialJumpingState.cs index 5b5d33e..8c58281 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialJumpingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialJumpingState.cs @@ -5,10 +5,14 @@ using UnityEngine; public class AerialJumpingState : AerialBaseState { - public override void EnterState(AerialStateManager aSM){ + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Jumping State"); } + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + + } + public override void UpdateState(AerialStateManager aSM){ if(aSM.pStats.GravVel < 0){ @@ -18,13 +22,21 @@ public class AerialJumpingState : AerialBaseState if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } + + if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.WallRunState); + } + + if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.GrappleAirState); + } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); - } - - public override void OnCollisionEnter(AerialStateManager aSM){ + if(aSM.pStats.HasGrapple){ + aSM.GrappleReleaseForce(); + } } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialBaseState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialBaseState.cs index 475f118..40265d4 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialBaseState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialBaseState.cs @@ -4,8 +4,9 @@ using UnityEngine; public abstract class AerialBaseState { - public abstract void EnterState(AerialStateManager aSM); + public abstract void EnterState(AerialStateManager aSM, AerialBaseState previousState); + public abstract void ExitState(AerialStateManager aSM, AerialBaseState nextState); public abstract void UpdateState(AerialStateManager aSM); public abstract void FixedUpdateState(AerialStateManager aSM); - public abstract void OnCollisionEnter(AerialStateManager aSM); + } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialStateManager.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialStateManager.cs index 2fc991f..3ded6ef 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/AerialStateManager.cs @@ -1,6 +1,9 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using System.Linq; +using MLAPI; +using UnityEngine.Rendering; public class AerialStateManager : MonoBehaviour { @@ -13,18 +16,26 @@ public class AerialStateManager : MonoBehaviour public AerialGlidingState GlidingState = new AerialGlidingState(); public AerialGroundedState GroundedState = new AerialGroundedState(); public AerialJumpingState JumpingState = new AerialJumpingState(); + + //Wallrunning States + public AerialWallRunState WallRunState = new AerialWallRunState(); + public AerialWallIdleState WallIdleState = new AerialWallIdleState(); + + //Grappling States + public AerialGrappleGroundedState GrappleGroundedState = new AerialGrappleGroundedState(); + public AerialGrappleAirState GrappleAirState = new AerialGrappleAirState(); //// ////Objects Sections - private GameObject parentObj; // Parent object + GameObject parentObj; // Parent object public Camera cam; // Camera object //// ////Components Section public CharacterController moveController; // Character Controller - private Rigidbody rB; // Players Rigidbody - private CapsuleCollider capCol; // Players Capsule Collider - private Animator animator; // Animation Controller + Rigidbody rB; // Players Rigidbody + CapsuleCollider capCol; // Players Capsule Collider + Animator animator; // Animation Controller //// ////Scripts Section @@ -36,22 +47,61 @@ public class AerialStateManager : MonoBehaviour //Jump Variables public int curJumpNum; // current Jumps Used public bool jumpHeld; // Jump is Held - private bool jumpPressed; // Jamp was pressed + bool jumpPressed; // Jamp was pressed public float coyJumpTimer = 0.1f; // Default Coyote Jump time public float curCoyJumpTimer = 0.1f; // current Coyote Jump time public float lowJumpMultiplier; // Short jump multiplier public float fallMultiplier; // High Jump Multiplier //Gravity Variables// - private float maxG = -100; // max downwards velocity + float maxG = -100; // max downwards velocity //Ground Check public bool isGrounded; // is player grounded public float groundCheckDistance = 0.05f; // offset distance to check ground - private const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping - private const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again - private Ray groundRay; // ground ray - private RaycastHit groundHit; // ground raycast + const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping + const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again + Ray groundRay; // ground ray + RaycastHit groundHit; // ground raycast + + //Wallrun + float wallMaxDistance = 3f; + float wallSpeedMultiplier = 1.5f; + float minimumHeight = .1f; + [Range(0.0f, 1.0f)] + float normalizedAngleThreshold = 0.1f; + float jumpDuration = .02f; + float wallBouncing = 3; + Vector3[] directions; + RaycastHit[] hits; + public bool isWallRunning = false; + Vector3 lastWallPosition; + Vector3 lastWallNormal; + float elapsedTimeSinceJump = 0; + float elapsedTimeSinceWallAttach = 0; + float elapsedTimeSinceWallDetatch = 0; + bool jumping; + + //Impact Variables + float mass = 5.0F; // mass variable for Impact + Vector3 impact = Vector3.zero; // Impact Vector + + //Grapple Variables + public float maxGrabDistance = 30;// Max Distance can cast grapple + public GameObject hookPoint; // Actual Hook points + public GameObject[] hookPoints; // Hook point list + public int hookPointIndex; // Hook point Index + public float distance; // distance of hookpoints + public float maxGrappleDistance = 20; // Max Rope Length + public float maxSwingSpeed = 50; + public float minSwingSpeed = 20; + public float swingAcc = 3f; + public float maxSwingMom = 60; + public bool release = false; + public Vector3 tempRelease; + public Vector3 lerpRelease; + public Vector3 forceDirection; + public bool eHeld; //// void Awake(){ @@ -67,7 +117,7 @@ public class AerialStateManager : MonoBehaviour ////Initialize Scripts pStats = GetComponent(); // set PlayerStats - mSM = GetComponent(); + mSM = GetComponent(); // set move state manager //// } @@ -75,7 +125,21 @@ public class AerialStateManager : MonoBehaviour //players starting state currentState = GroundedState; previousState = GroundedState; - currentState.EnterState(this); + currentState.EnterState(this, previousState); + + ////Initialize Variables + //Wallrun Variables + directions = new Vector3[]{ + Vector3.right, + Vector3.right + Vector3.forward, + Vector3.forward, + Vector3.left + Vector3.forward, + Vector3.left + }; + + //Grapple Variables + hookPoints = GameObject.FindGameObjectsWithTag("HookPoint"); + //// } void Update(){ @@ -85,10 +149,19 @@ public class AerialStateManager : MonoBehaviour void FixedUpdate(){ + //calls any logic in the fixed update state from current state + currentState.FixedUpdateState(this); if(moveController.enabled){ Jump(); GroundCheck(); DownwardMovement(); + + if(pStats.HasWallrun){ + WallRunRoutine(); + } + + //Dissipates Impact + DissipateImpact(); } else{ //Gravity without moveController @@ -97,20 +170,23 @@ public class AerialStateManager : MonoBehaviour } - //calls any logic in the fixed update state from current state - currentState.FixedUpdateState(this); + } public void SwitchState(AerialBaseState state){ + currentState.ExitState(this, state); + //Sets the previous State previousState = currentState; //updates current state and calls logic for entering currentState = state; - currentState.EnterState(this); + currentState.EnterState(this, previousState); } + + ////Jump & Gravity Calculations //Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops public void GravityCalculation(float grav){ if(moveController.enabled){ @@ -126,7 +202,7 @@ public class AerialStateManager : MonoBehaviour } //apply gravity if not grounded and coyote timer is less than 0 - if((isGrounded == false && curCoyJumpTimer <= 0)/* || grapple.isGrappled*/){ + if((isGrounded == false && curCoyJumpTimer <= 0) || currentState == GrappleAirState){ pStats.GravVel -= grav * Time.deltaTime; } //else don't apply gravity @@ -157,7 +233,7 @@ public class AerialStateManager : MonoBehaviour { isGrounded = true; // handle snapping to the ground - if (groundHit.distance > moveController.skinWidth /* && !grapple.isGrappled*/) + if (groundHit.distance > moveController.skinWidth && currentState != GrappleAirState) { moveController.Move(Vector3.down * groundHit.distance); } @@ -165,17 +241,34 @@ public class AerialStateManager : MonoBehaviour } } - private void DownwardMovement(){ + //Actually applies the downwards movement + void DownwardMovement(){ Vector3 moveY = new Vector3(0,pStats.GravVel,0) * Time.deltaTime; + + + if(currentState == GrappleAirState){ + moveY = (new Vector3(0,pStats.GravVel,0) + forceDirection) * Time.deltaTime; + } + moveController.Move(moveY); + } - private void Jump(){ + //applies Jump values and Variables + void Jump(){ //If space/south gamepad button is pressed apply an upwards force to the player if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum) { - pStats.GravVel = pStats.JumpPow; + if(currentState == WallRunState){ + AddImpact((GetWallJumpDirection()), pStats.JumpPow * 8.5f); + pStats.GravVel = pStats.JumpPow; + curJumpNum = 0; + } + else{ + pStats.GravVel = pStats.JumpPow; + } + curJumpNum++; jumpHeld = true; @@ -203,25 +296,211 @@ public class AerialStateManager : MonoBehaviour } } - /* - //Wallrunning - else if (pStats.HasWallrun) { - //Run wall run script - wallRun.WallRunRoutine(); + //Apply Impact for when force needs to be applied without ragdolling + public void AddImpact(Vector3 dir, float force){ + //if (!IsLocalPlayer) { return; } - //if wallrunning apply different gravity - if(wallRun.IsWallRunning()){ - if(wallRun.firstAttach){ - g = 0; - wallRun.firstAttach = false; - } - GravityCalculation(2); + //Normalize direction multiply by force and add it to the impact + dir.Normalize(); + if (dir.y < 0) dir.y = -dir.y; // reflect down force on the ground + impact += dir.normalized * force / mass; + } + + //Dissipates Impact Force + void DissipateImpact(){ + //if suffiecient impact magnitude is applied then move player + if (impact.magnitude > 0.2F) moveController.Move(impact * Time.deltaTime); + + // consumes the impact energy each cycle: + impact = Vector3.Lerp(impact, Vector3.zero, 5*Time.deltaTime); + } + //// + + ////Wallrun Functions + //Checks if they can wallrun + public bool CanWallRun(){ + float verticalAxis = Input.GetAxisRaw("Vertical"); + return !isGrounded && verticalAxis > 0 && !Physics.Raycast(transform.position, Vector3.down, minimumHeight); + } + + //checks if they can attach + bool CanAttach(){ + if(jumping) + { + elapsedTimeSinceJump += Time.deltaTime; + if(elapsedTimeSinceJump > jumpDuration) + { + elapsedTimeSinceJump = 0; + jumping = false; + } + return false; + } + return true; + } + + //On Wall calulations + void OnWall(RaycastHit hit){ + float d = Vector3.Dot(hit.normal, Vector3.up); + if(d >= -normalizedAngleThreshold && d <= normalizedAngleThreshold) + { + Vector3 alongWall = Vector3.Cross(hit.normal, Vector3.up); + float vertical = Input.GetAxisRaw("Vertical"); + //Vector3 alongWall = transform.TransformDirection(Vector3.forward); + + // Debug.DrawRay(transform.position, alongWall.normalized * 10, Color.green); + // Debug.DrawRay(transform.position, lastWallNormal * 10, Color.magenta); + + Vector3 moveToSet = alongWall * vertical * mSM.PlayerSpeed() * Time.deltaTime; + Vector3 velNorm = mSM.vel; + velNorm.Normalize(); + + moveToSet = new Vector3(moveToSet.x * -velNorm.x, moveToSet.y, moveToSet.z * -velNorm.z); + + Vector3 moveToSetNorm = moveToSet; + moveToSetNorm.Normalize(); + + if((moveToSetNorm.x < 0 && velNorm.x > 0)){ + moveToSet.x = (moveToSet.x * -velNorm.x); + } + else if((moveToSetNorm.x > 0 && velNorm.x < 0) ){ + moveToSet.x = (-moveToSet.x * -velNorm.x); } - //Normal gravity if not wallrunning - else{ - GravityCalculation(pStats.PlayerGrav); + if((moveToSetNorm.z < 0 && velNorm.z > 0)){ + moveToSet.z = (moveToSet.z * -velNorm.z); + } + else if((moveToSetNorm.z > 0 && velNorm.z < 0)){ + moveToSet.z = (-moveToSet.z * -velNorm.z); + } + + moveToSet.y = 0; + // + + mSM.vel = moveToSet; + if(!isWallRunning){ + isWallRunning = true; + } + + if(curJumpNum == mSM.pStats.JumpNum){ + curJumpNum = 0; + } + + } + } + + //Calculate wall direction + float CalculateSide(){ + if(isWallRunning) + { + Vector3 heading = lastWallPosition - transform.position; + Vector3 perp = Vector3.Cross(transform.forward, heading); + float dir = Vector3.Dot(perp, transform.up); + return dir; + } + return 0; + } + + //The Wallrun Routine itself + void WallRunRoutine(){ + //if (!IsLocalPlayer) { return; } + + isWallRunning = false; + + hits = new RaycastHit[directions.Length]; + + if(jumpHeld) + { + jumping = true; + } + + if(CanAttach()) + { + for(int i=0; i h.collider != null).OrderBy(h => h.distance).ToArray(); + if(hits.Length > 0) + { + if(hits[0].collider.tag == "WallRun") + { + OnWall(hits[0]); + lastWallPosition = hits[0].point; + lastWallNormal = hits[0].normal; + } + } } } - */ + + if(isWallRunning) + { + elapsedTimeSinceWallDetatch = 0; + elapsedTimeSinceWallAttach += Time.deltaTime; + } + else + { + elapsedTimeSinceWallAttach = 0; + elapsedTimeSinceWallDetatch += Time.deltaTime; + } + } + + //The Direction the player jumps on wall detachment + public Vector3 GetWallJumpDirection(){ + return lastWallNormal * wallBouncing + (transform.up); + } + //// + + ////Grapple Functions + //Checks if the player can grapple + public bool CheckGrapple(){ + if ((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && pStats.HasGrapple) //If grapple button is hit + { + hookPointIndex = FindHookPoint(); //Find the nearest hook point within max distance + if (hookPointIndex != -1) //If there is a hookpoint + { + hookPoint = hookPoints[hookPointIndex]; //The point we are grappling from + eHeld = true; + return true; + } + } + return false; + } + + //Finds the nearest hook to the player + int FindHookPoint() + { + float least = maxGrabDistance; + int index = -1; + for(int i = 0; i aSM.maxGrappleDistance){ + ropeLength = aSM.maxGrappleDistance; + } + + oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized; + curXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized; + + swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM); + oldSwingMom = swingMom; + aSM.pStats.GravVel = -1; + aSM.release = false; + aSM.lerpRelease = Vector3.zero; + } + + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + if(nextState != aSM.GrappleGroundedState){ + aSM.release = true; + aSM.pStats.GravVel = 0; + aSM.forceDirection = Vector3.zero; + swingback = true; + } + else{ + aSM.pStats.GravVel = 0; + aSM.forceDirection = Vector3.zero; + swingback = true; + } + } + + public override void UpdateState(AerialStateManager aSM){ + + if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){ + aSM.SwitchState(aSM.FallingState); + } + else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){ + aSM.eHeld = false; + } + + if(Input.GetButton("Jump")){ + + aSM.SwitchState(aSM.JumpingState); + } + + if(aSM.isGrounded){ + aSM.SwitchState(aSM.GrappleGroundedState); + } + + } + + public override void FixedUpdateState(AerialStateManager aSM){ + + Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line + + //Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position)); + //Calculate tether force direction based on hookpoint + if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength ) + { + aSM.forceDirection = CalculateForceDirection(1, aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM) + RopeLengthOffset(aSM.hookPoint.transform.position, Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position), aSM); + } + else{ + aSM.forceDirection = Vector3.zero; + } + + aSM.moveController.Move(SwingMoveController(aSM)); + if(swingMom != 0){ + aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM)); + swingMom -= .5f; + } + + if(swingMom<0) swingMom = 0; + + aSM.tempRelease = CalculateSwingReleaseForce(); + aSM.GravityCalculation(aSM.pStats.PlayerGrav); + } + + //Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input + //------Important Equations-------- + // TensionForce = Cos(theta) * g * m * Vector3(tensionDirection) + // Potential Energy = m * g * h -- Will need to modify adding current speed + // Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves + // Total Energy = m * ((g*h) + (1/2 * V^2)) + // Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation + // Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection) + + //Calculate the tether direction vector and how much force that vector needs + Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, AerialStateManager aSM){ + + //tension direction and angle calculation + tensionDirection = (hPoint - aSM.transform.position).normalized; + inclinationAngle = Vector3.Angle((aSM.transform.position - hPoint).normalized, -aSM.transform.up); + theta = Mathf.Deg2Rad * inclinationAngle; + if(theta<=.1) theta = 0; + + //How much force the tension needs + tensionForce = mass * -g * Mathf.Cos(theta); + + //force direction calculation based on tension direction and force + Vector3 fDirection = tensionDirection * tensionForce; + return fDirection; + } + + Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, AerialStateManager aSM){ + + tensionMomDirection = (hPoint - aSM.transform.position).normalized; + hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized; + momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized; + + if(oldXZDir != curXZDir){ + //midpointMom = swingMom; + swingback = false; + //Debug.Log("flip"); + } + + if(swingback == false && swingMom <= (oldSwingMom*(.75f))){ + swingback = true; + oldSwingMom = swingMom; + oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized; + //Debug.Log("swingback"); + } + + curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized; + Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green); + return (momDirection * Time.deltaTime * swingMom); + } + + //Calculates the players initial swing momentum using their height and their current velocity + float CalculateSwingMom(float playerSpeed, AerialStateManager aSM){ + + //Calculate the players height compared to the lowest point in the swing + float swingHeight = aSM.transform.position.y - (aSM.hookPoint.transform.position.y - ropeLength); + if(swingHeight <= 1){ + swingHeight = 1; + } + + float sMom = playerSpeed + (swingHeight*2); + if(sMom > aSM.maxSwingMom){ + sMom = aSM.maxSwingMom; + } + return sMom; + } + + //Special movement for the player while they swing + Vector3 SwingMoveController(AerialStateManager aSM){ + + //WASD input + float inputVert = Input.GetAxis("Vertical"); + float inputHor = Input.GetAxis("Horizontal"); + + //input is zero when nothing is pressed to prevent button easing values + if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0; + if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0; + + //Swingspeed build up + if((inputVert != 0 || inputHor != 0) && swingSpeed < aSM.maxSwingSpeed){ + swingSpeed += aSM.swingAcc; + } + else if((inputVert != 0 || inputHor != 0) && swingSpeed >= aSM.maxSwingSpeed){ + swingSpeed = aSM.maxSwingSpeed; + } + else if((inputVert == 0 && inputHor == 0)){ + swingSpeed = aSM.minSwingSpeed; + } + + //Swing direction based on player input + swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized; + + + //NEED TO ADD SWINGSPEED EASING + //this could be just adding a gradual increase in the swing speed instead of using a flat rate + //Swing movement with swing speed added + Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed); + + + return (swingMovement); + } + + Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, AerialStateManager aSM){ + + //How powerful our offset movement has to be + float offsetPower = ((curDistance - ropeLength) * 200f); + + //The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point + Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized; + + + return tenDirOffset * offsetPower * Time.deltaTime; + } + + Vector3 CalculateSwingReleaseForce(){ + + Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10); + + releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z); + + if(swingMom < 5){ + return Vector3.zero; + } + return releaseSwingForceDirection * Time.deltaTime; + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.cs.meta new file mode 100644 index 0000000..ad8eadb --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleAirState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 18f636cc4d77c0d439a1effaa5b08485 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs new file mode 100644 index 0000000..5568f84 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs @@ -0,0 +1,39 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AerialGrappleGroundedState : AerialBaseState +{ + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ + Debug.Log("Grapple Grounded State"); + + aSM.release = false; + } + + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + + } + + public override void UpdateState(AerialStateManager aSM){ + if(!aSM.isGrounded && aSM.pStats.GravVel < 0){ + aSM.SwitchState(aSM.GrappleAirState); + } + + if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){ + aSM.SwitchState(aSM.GroundedState); + } + + if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){ + aSM.SwitchState(aSM.GroundedState); + } + else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){ + aSM.eHeld = false; + } + } + + public override void FixedUpdateState(AerialStateManager aSM){ + Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line + + aSM.GravityCalculation(aSM.pStats.PlayerGrav); + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs.meta new file mode 100644 index 0000000..b25deb9 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Grapple/AerialGrappleGroundedState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bd53fea25f9a40e41812e6faae369b2a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun.meta new file mode 100644 index 0000000..74a9419 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bdb37848afbcd446b59b3158927a111 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs new file mode 100644 index 0000000..9047319 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs @@ -0,0 +1,23 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AerialWallIdleState : AerialBaseState +{ + + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ + + } + + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + + } + + public override void UpdateState(AerialStateManager aSM){ + + } + + public override void FixedUpdateState(AerialStateManager aSM){ + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs.meta new file mode 100644 index 0000000..ae7d21e --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallIdleState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15b109cc50982684c9d17a41ec11dc32 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs new file mode 100644 index 0000000..af33468 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class AerialWallRunState : AerialBaseState +{ + + public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ + Debug.Log("Wallrun State"); + aSM.pStats.GravVel = 0; + + } + + public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ + + } + + public override void UpdateState(AerialStateManager aSM){ + if(Input.GetButton("Jump")){ + aSM.SwitchState(aSM.JumpingState); + } + else if(!aSM.isWallRunning){ + aSM.SwitchState(aSM.FallingState); + } + + if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ + aSM.SwitchState(aSM.GrappleAirState); + } + } + + public override void FixedUpdateState(AerialStateManager aSM){ + aSM.GravityCalculation(2); + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs.meta new file mode 100644 index 0000000..c28dcf9 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Wallrun/AerialWallRunState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93ab0a7ac87da66408ced3667ae9b930 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash.meta new file mode 100644 index 0000000..1dcfa16 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2a3e1f7f578e18f408e5ae9b97d27942 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs new file mode 100644 index 0000000..8f49ed5 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DashCooldownState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs.meta new file mode 100644 index 0000000..a28acfe --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashCooldownState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bad22bcf005335b43bc4ca573461d7ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs new file mode 100644 index 0000000..6e03099 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DashDashingState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs.meta new file mode 100644 index 0000000..18d24c8 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashDashingState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b41f7d4ad84f9143bb3b8f570ee7505 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs new file mode 100644 index 0000000..a943023 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DashIncapacitatedState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs.meta new file mode 100644 index 0000000..aeea033 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashIncapacitatedState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 603d43aaa9b286a43a78312d03135afe +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs new file mode 100644 index 0000000..b84d582 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DashNoneState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs.meta new file mode 100644 index 0000000..eee7117 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/Dash/DashNoneState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d8b1f874d79f4e64ea90f162d3cf01eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs new file mode 100644 index 0000000..c1cfd2f --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class DashBaseState +{ + public abstract void EnterState(DashStateManager dSM, DashBaseState previousState); + public abstract void ExitState(DashStateManager dSM, DashBaseState nextState); + public abstract void UpdateState(DashStateManager dSM); + public abstract void FixedUpdateState(DashStateManager dSM); +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs.meta new file mode 100644 index 0000000..92bc9d4 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashBaseState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 672ce2f99c12e8e449bbd8a3238e601d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs new file mode 100644 index 0000000..e88acd0 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs @@ -0,0 +1,33 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DashStateManager : MonoBehaviour +{ + ////Player States + public DashBaseState currentState; + public DashBaseState previousState; + + //Dash States + public DashNoneState NoneState = new DashNoneState(); + public DashIncapacitatedState IncapacitatedState = new DashIncapacitatedState(); + public DashCooldownState CooldownState = new DashCooldownState(); + //// + + ////Objects Sections + GameObject parentObj; // Parent object + public Camera cam; // Camera object + //// + + ////Components Section + public CharacterController moveController; // Character Controller + Rigidbody rB; // Players Rigidbody + CapsuleCollider capCol; // Players Capsule Collider + Animator animator; // Animation Controller + //// + + ////Scripts Section + public PlayerStats pStats; // Player Stats + public MoveStateManager mSM; + //// +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs.meta new file mode 100644 index 0000000..b76b4b5 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/DashState/DashStateManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5904903ff376f25499c08e24ad00aaf8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs new file mode 100644 index 0000000..5f5919f --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs @@ -0,0 +1,34 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class MoveGrappleAirState : MoveBaseState +{ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ + mSM.driftVel = Vector3.zero; + } + + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + + public override void UpdateState(MoveStateManager mSM){ + if(mSM.aSM.currentState != mSM.aSM.GrappleAirState){ + //Determine which state to go into based on player speed + if(mSM.calculatedCurVel < mSM.walkLimit){ + mSM.SwitchState(mSM.WalkState); + } + else if(mSM.calculatedCurVel < mSM.runLimit){ + mSM.SwitchState(mSM.JogState); + } + else{ + mSM.SwitchState(mSM.RunState); + } + } + } + + public override void FixedUpdateState(MoveStateManager mSM){ + + } + +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs.meta new file mode 100644 index 0000000..7cee884 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Grapple/MoveGrappleAirState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ef1fdba284bf4db40903d97f11507813 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated.meta similarity index 100% rename from Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated.meta rename to Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated.meta diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRagdollState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRagdollState.cs similarity index 89% rename from Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRagdollState.cs rename to Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRagdollState.cs index 5132aed..80e5c23 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRagdollState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRagdollState.cs @@ -8,7 +8,7 @@ public class MoveRagdollState : MoveBaseState Vector3 prevRot; bool beginRagTimer = false; - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Ragdoll State"); ragTime = mSM.pStats.RecovTime; @@ -21,6 +21,15 @@ public class MoveRagdollState : MoveBaseState mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse); } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + mSM.pStats.GravVel = 50; + mSM.capCol.enabled = false; + mSM.moveController.enabled = true; + mSM.rB.isKinematic = true; + mSM.rB.detectCollisions = false; + mSM.transform.localEulerAngles = prevRot; + } + public override void UpdateState(MoveStateManager mSM){ if(!beginRagTimer){ beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f); @@ -36,17 +45,7 @@ public class MoveRagdollState : MoveBaseState ragTime = 0; beginRagTimer = false; - mSM.pStats.GravVel = 50; - mSM.capCol.enabled = false; - mSM.moveController.enabled = true; - mSM.rB.isKinematic = true; - mSM.rB.detectCollisions = false; - mSM.transform.localEulerAngles = prevRot; mSM.SwitchState(mSM.RecoveringState); } } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRagdollState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRagdollState.cs.meta similarity index 100% rename from Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRagdollState.cs.meta rename to Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRagdollState.cs.meta diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRecoveringState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRecoveringState.cs similarity index 71% rename from Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRecoveringState.cs rename to Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRecoveringState.cs index c861617..564093b 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRecoveringState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRecoveringState.cs @@ -6,10 +6,14 @@ public class MoveRecoveringState : MoveBaseState { ////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ mSM.CancelMomentum(); } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + public override void UpdateState(MoveStateManager mSM){ mSM.SwitchState(mSM.IdleState); } @@ -17,8 +21,4 @@ public class MoveRecoveringState : MoveBaseState public override void FixedUpdateState(MoveStateManager mSM){ } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRecoveringState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRecoveringState.cs.meta similarity index 100% rename from Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapcitated/MoveRecoveringState.cs.meta rename to Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Incapacitated/MoveRecoveringState.cs.meta diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveBaseState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveBaseState.cs index 624f708..7eec476 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveBaseState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveBaseState.cs @@ -4,8 +4,8 @@ using UnityEngine; public abstract class MoveBaseState { - public abstract void EnterState(MoveStateManager mSM); + public abstract void EnterState(MoveStateManager mSM, MoveBaseState previousState); + public abstract void ExitState(MoveStateManager mSM, MoveBaseState nextState); public abstract void UpdateState(MoveStateManager mSM); public abstract void FixedUpdateState(MoveStateManager mSM); - public abstract void OnCollisionEnter(MoveStateManager mSM); } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveStateManager.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveStateManager.cs index 34c42ca..f9dafd6 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/MoveStateManager.cs @@ -22,6 +22,9 @@ public class MoveStateManager : MonoBehaviour //Incapitated States public MoveRagdollState RagdollState = new MoveRagdollState(); public MoveRecoveringState RecoveringState = new MoveRecoveringState(); + + //Grapple States + public MoveGrappleAirState GrappleAirState = new MoveGrappleAirState(); //// ////Objects Sections @@ -69,12 +72,8 @@ public class MoveStateManager : MonoBehaviour public int sensitivity = 200; // Camera sensitivity //Ragdoll Variables - public Vector3 dirHit; + public Vector3 dirHit; // Direction hit public float distToGround; // distance to ground - - //Impact Variables - private float mass = 5.0F; // mass variable for Impact - private Vector3 impact = Vector3.zero; // Impact Vector //// @@ -101,7 +100,7 @@ public class MoveStateManager : MonoBehaviour //players starting state currentState = IdleState; previousState = IdleState; - currentState.EnterState(this); + currentState.EnterState(this, previousState); //Slide Upwards Variable slideUp = GetComponentInParent().up; // get parents up direction @@ -116,6 +115,8 @@ public class MoveStateManager : MonoBehaviour //calculates vel using driftVel will need to be relocated calculatedCurVel = driftVel.magnitude * 50f; + GoToGrapple(); + //calls any logic in the update state from current state currentState.UpdateState(this); } @@ -131,12 +132,14 @@ public class MoveStateManager : MonoBehaviour public void SwitchState(MoveBaseState state){ + currentState.ExitState(this, state); + //Sets the previous State previousState = currentState; //updates current state and calls logic for entering currentState = state; - currentState.EnterState(this); + currentState.EnterState(this, previousState); } @@ -252,4 +255,9 @@ public class MoveStateManager : MonoBehaviour driftVel = Vector3.zero; } + void GoToGrapple(){ + if(aSM.currentState == aSM.GrappleAirState && (currentState != SlideState && currentState != RagdollState && currentState != RecoveringState)){ + SwitchState(GrappleAirState); + } + } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchState.cs index b874c2f..dfb255b 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchState.cs @@ -9,10 +9,10 @@ public class MoveCrouchState : MoveBaseState float originalTraction; // Traction before slide started RaycastHit slideRay; // slide raycast - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Crouch State"); - if(mSM.previousState != mSM.SlideState){ + if(previousState != mSM.SlideState){ //Initialize Important Stats On state enter mSM.pStats.CurVel = 0; originalTraction = mSM.pStats.Traction; @@ -22,6 +22,16 @@ public class MoveCrouchState : MoveBaseState } } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + if(nextState != mSM.CrouchWalkState){ + mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0); + mSM.pStats.CurVel = mSM.calculatedCurVel; + mSM.pStats.Traction = originalTraction; + mSM.moveController.height *= 2.0f; + } + + } + public override void UpdateState(MoveStateManager mSM){ } @@ -35,7 +45,6 @@ public class MoveCrouchState : MoveBaseState if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){ if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){ - ExitCrouchState(mSM); mSM.SwitchState(mSM.IdleState); } else{ @@ -52,15 +61,4 @@ public class MoveCrouchState : MoveBaseState */ mSM.SlideMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } - - public void ExitCrouchState(MoveStateManager mSM){ - mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0); - mSM.pStats.CurVel = mSM.calculatedCurVel; - mSM.pStats.Traction = originalTraction; - mSM.moveController.height *= 2.0f; - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchWalkState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchWalkState.cs index 5d56e37..8ff2c31 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchWalkState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveCrouchWalkState.cs @@ -4,9 +4,13 @@ using UnityEngine; public class MoveCrouchWalkState : MoveBaseState { - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Crouch Walk State"); } + + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } public override void UpdateState(MoveStateManager mSM){ @@ -33,7 +37,4 @@ public class MoveCrouchWalkState : MoveBaseState */ } - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveSlideState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveSlideState.cs index b889dd2..721cdd2 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveSlideState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveSlideState.cs @@ -8,7 +8,7 @@ public class MoveSlideState : MoveBaseState float originalTraction; // Traction before slide started RaycastHit slideRay; // slide raycast - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Slide State"); //Initialize Important Stats On state enter @@ -19,6 +19,15 @@ public class MoveSlideState : MoveBaseState mSM.pStats.Traction = 0.01f; } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + 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; + } + } + public override void UpdateState(MoveStateManager mSM){ //if player comes to a stop while sliding they crouch @@ -38,15 +47,12 @@ public class MoveSlideState : MoveBaseState //Determine which state to go into based on player speed if(mSM.calculatedCurVel < mSM.walkLimit){ - SlideToMoveState(mSM); mSM.SwitchState(mSM.WalkState); } else if(mSM.calculatedCurVel < mSM.runLimit){ - SlideToMoveState(mSM); mSM.SwitchState(mSM.JogState); } else{ - SlideToMoveState(mSM); mSM.SwitchState(mSM.RunState); } } @@ -76,15 +82,4 @@ public class MoveSlideState : MoveBaseState */ mSM.SlideMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } - - public void SlideToMoveState(MoveStateManager mSM){ - mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0); - mSM.pStats.CurVel = mSM.calculatedCurVel; - mSM.pStats.Traction = originalTraction; - mSM.moveController.height *= 2.0f; - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveIdleState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveIdleState.cs index 6268661..a4a9d07 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveIdleState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveIdleState.cs @@ -4,10 +4,14 @@ using UnityEngine; public class MoveIdleState : MoveBaseState { - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Idle State"); } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + public override void UpdateState(MoveStateManager mSM){ //Move to Walk State after speed increases @@ -16,7 +20,7 @@ public class MoveIdleState : MoveBaseState } //If Q or joystick button1 crouch state - if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){ + if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){ mSM.SwitchState(mSM.CrouchState); } } @@ -24,8 +28,4 @@ public class MoveIdleState : MoveBaseState public override void FixedUpdateState(MoveStateManager mSM){ mSM.DirectionalMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveJogState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveJogState.cs index acf141b..b545c45 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveJogState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveJogState.cs @@ -4,11 +4,15 @@ using UnityEngine; public class MoveJogState : MoveBaseState { - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Jog State"); //Debug.Log(mSM.calculatedCurVel); } - + + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + public override void UpdateState(MoveStateManager mSM){ //move to run state if speed increases @@ -21,7 +25,7 @@ public class MoveJogState : MoveBaseState } //move to slide if Q or JoystickButton1 - if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){ + if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){ mSM.SwitchState(mSM.SlideState); } } @@ -29,8 +33,4 @@ public class MoveJogState : MoveBaseState public override void FixedUpdateState(MoveStateManager mSM){ mSM.DirectionalMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveRunState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveRunState.cs index 6e6b5aa..dba475a 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveRunState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveRunState.cs @@ -4,11 +4,15 @@ using UnityEngine; public class MoveRunState : MoveBaseState { - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Run State"); //Debug.Log(mSM.calculatedCurVel); } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + public override void UpdateState(MoveStateManager mSM){ //move to Jog if speed decreases @@ -17,7 +21,7 @@ public class MoveRunState : MoveBaseState } //move to slide if Q or JoystickButton1 - if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){ + if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){ mSM.SwitchState(mSM.SlideState); } } @@ -25,8 +29,4 @@ public class MoveRunState : MoveBaseState public override void FixedUpdateState(MoveStateManager mSM){ mSM.DirectionalMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveWalkState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveWalkState.cs index 3750949..bcf7340 100644 --- a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveWalkState.cs +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveWalkState.cs @@ -4,11 +4,15 @@ using UnityEngine; public class MoveWalkState : MoveBaseState { - public override void EnterState(MoveStateManager mSM){ + public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ Debug.Log("Walk State"); //Debug.Log(mSM.calculatedCurVel); } + public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ + + } + public override void UpdateState(MoveStateManager mSM){ //move to Jog if speed increases @@ -21,7 +25,7 @@ public class MoveWalkState : MoveBaseState } //move to slide if Q or JoystickButton1 - if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){ + if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){ mSM.SwitchState(mSM.SlideState); } } @@ -29,8 +33,4 @@ public class MoveWalkState : MoveBaseState public override void FixedUpdateState(MoveStateManager mSM){ mSM.DirectionalMovement(); } - - public override void OnCollisionEnter(MoveStateManager mSM){ - - } } diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro.meta new file mode 100644 index 0000000..a2cbe2e --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8da7e24d55219204b86f9c99f23201c6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs new file mode 100644 index 0000000..3cf6e7f --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NitroCooldownState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs.meta new file mode 100644 index 0000000..4d10b75 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroCooldownState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31aa143bf2a2d9c4ebccb1884b06e080 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs new file mode 100644 index 0000000..131e70b --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NitroIncapacitatedState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs.meta new file mode 100644 index 0000000..319757a --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroIncapacitatedState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a331aa9af6c346f43b8123be4e308693 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs new file mode 100644 index 0000000..2534e48 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NitroNitroingState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs.meta new file mode 100644 index 0000000..b1f6a86 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNitroingState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cfb069621f651c743b64a3604ba25e8b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs new file mode 100644 index 0000000..22c8641 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NitroNoneState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs.meta new file mode 100644 index 0000000..7d3ad81 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/Nitro/NitroNoneState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b274f44e4b258004587d2afe1c748474 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs new file mode 100644 index 0000000..9c4606a --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class NitroBaseState +{ + public abstract void EnterState(NitroStateManager nSM, NitroBaseState previousState); + public abstract void ExitState(NitroStateManager nSM, NitroBaseState nextState); + public abstract void UpdateState(NitroStateManager nSM); + public abstract void FixedUpdateState(NitroStateManager nSM); +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs.meta new file mode 100644 index 0000000..466092f --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroBaseState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7142e15316cd1694983f38a584c89346 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs new file mode 100644 index 0000000..9da8a27 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class NitroStateManager : MonoBehaviour +{ + ////Player States + public NitroBaseState currentState; + public NitroBaseState previousState; + //// + + ////Objects Sections + GameObject parentObj; // Parent object + public Camera cam; // Camera object + //// + + ////Components Section + public CharacterController moveController; // Character Controller + Rigidbody rB; // Players Rigidbody + CapsuleCollider capCol; // Players Capsule Collider + Animator animator; // Animation Controller + //// + + ////Scripts Section + public PlayerStats pStats; // Player Stats + public MoveStateManager mSM; + //// +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs.meta new file mode 100644 index 0000000..69ef437 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/NitroState/NitroStateManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5f89839a9c7d0204ea00e910d9c5c5ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch.meta new file mode 100644 index 0000000..0c89a26 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b2292a829a1cb2c43b4e3889d4cfe7a6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs new file mode 100644 index 0000000..d448397 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseAirKickState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs.meta new file mode 100644 index 0000000..5fd0b81 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirKickState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e963653fb34d3184fba3fb7e4417ed75 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs new file mode 100644 index 0000000..5d3469e --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseAirPunchState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs.meta new file mode 100644 index 0000000..8941f53 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseAirPunchState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3f00bc672381c3a44b010d905fabe9a0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs new file mode 100644 index 0000000..74c2f93 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseKickState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs.meta new file mode 100644 index 0000000..ad2ce20 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffenseKickState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0447909f4233a324db4c49496dcc6bb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs new file mode 100644 index 0000000..06b48f3 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffensePunchState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs.meta new file mode 100644 index 0000000..c063943 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Kick&Punch/OffensePunchState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 994ebfe06000a58488b76579ebf2c4dc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense.meta new file mode 100644 index 0000000..e177de1 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 703ef5745e09b544da4dace0f35c1ce5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs new file mode 100644 index 0000000..70d722f --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseCooldownState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs.meta new file mode 100644 index 0000000..8989786 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d68d73793d961c640a7028eeeddded66 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs new file mode 100644 index 0000000..92eb7b8 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseIncapacitatedState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs.meta new file mode 100644 index 0000000..691b94e --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseIncapacitatedState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a55bc30803d5e034ca1a922fc86eff22 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs new file mode 100644 index 0000000..a721e72 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs @@ -0,0 +1,18 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseNoneState : MonoBehaviour +{ + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs.meta new file mode 100644 index 0000000..4f04dcf --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseNoneState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 49f93bffb8401e14dbd4b9ebf76442aa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs new file mode 100644 index 0000000..2ba1ea1 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs @@ -0,0 +1,11 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public abstract class OffenseBaseState +{ + public abstract void EnterState(OffenseStateManager oSM, OffenseBaseState previousState); + public abstract void ExitState(OffenseStateManager oSM, OffenseBaseState nextState); + public abstract void UpdateState(OffenseStateManager oSM); + public abstract void FixedUpdateState(OffenseStateManager oSM); +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs.meta new file mode 100644 index 0000000..46dd274 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseBaseState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 865c3dd440a18de45b59955da056df65 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs new file mode 100644 index 0000000..55f3450 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class OffenseStateManager : MonoBehaviour +{ + ////Player States + public OffenseBaseState currentState; + public OffenseBaseState previousState; + //// + + ////Objects Sections + GameObject parentObj; // Parent object + public Camera cam; // Camera object + //// + + ////Components Section + public CharacterController moveController; // Character Controller + Rigidbody rB; // Players Rigidbody + CapsuleCollider capCol; // Players Capsule Collider + Animator animator; // Animation Controller + //// + + ////Scripts Section + public PlayerStats pStats; // Player Stats + public MoveStateManager mSM; + //// +} diff --git a/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs.meta b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs.meta new file mode 100644 index 0000000..fae4d27 --- /dev/null +++ b/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc5a1a9c85c29a744aa6ca7f1a8dbc60 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/GrapplingHook.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/GrapplingHook.cs index 559891f..978489f 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/GrapplingHook.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/GrapplingHook.cs @@ -17,8 +17,7 @@ public class GrapplingHook : NetworkBehaviour private CharacterController movementController; private PlayerMovement playerMovement; private PlayerStats pStats; - [SerializeField] private float ropeLength; - private float climbRate = 5; + private float ropeLength; private Vector3 swingDirection; float inclinationAngle; float theta = -1; @@ -88,7 +87,7 @@ public class GrapplingHook : NetworkBehaviour release = false; lerpRelease = Vector3.zero; } - } + } else //Else we are grappling { isGrappled = false; //toggle grappling state to release @@ -105,27 +104,6 @@ public class GrapplingHook : NetworkBehaviour { Debug.DrawRay(gameObject.transform.position, (hookPoint.transform.position - gameObject.transform.position)); //Visual of line - //Extend Hook - if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.JoystickButton4)) - { - ropeLength += climbRate * Time.deltaTime; - if (ropeLength > maxGrappleDistance) - { - ropeLength = maxGrappleDistance; - } - //Debug.Log(ropeLength.ToString()); - } - - //Retract Hook - if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.JoystickButton5)) - { - ropeLength -= climbRate * Time.deltaTime; - if (ropeLength < 8) - { - ropeLength = 8; - } - //Debug.Log(ropeLength.ToString()); - } //Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position)); //Calculate tether force direction based on hookpoint if (Vector3.Distance(gameObject.transform.position, hookPoint.transform.position) >= ropeLength ) @@ -162,8 +140,7 @@ public class GrapplingHook : NetworkBehaviour if(release){ lerpRelease = Vector3.Lerp(lerpRelease, tempRelease, 10f * Time.deltaTime); - tempRelease *= .99f; - Debug.Log(lerpRelease); + tempRelease *= .95f; movementController.Move(lerpRelease); } @@ -315,11 +292,12 @@ public class GrapplingHook : NetworkBehaviour Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10); - releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z); + releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x, 0, releaseSwingForceDirection.z); if(swingMom < 5){ return Vector3.zero; } + return releaseSwingForceDirection * Time.deltaTime; } } diff --git a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs index 9a87967..2e8d8e5 100644 --- a/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs +++ b/Assets/Scripts/PlayerScripts/PlayerItems/ItemScripts/WallRun.cs @@ -10,16 +10,12 @@ public class WallRun : NetworkBehaviour public float wallMaxDistance = 3f; public float wallSpeedMultiplier = 1.2f; public float minimumHeight = .1f; - public float maxAngleRoll = 20; [Range(0.0f, 1.0f)] public float normalizedAngleThreshold = 0.1f; - public float jumpDuration = .02f; public float wallBouncing = 3; public float cameraTransitionDuration = 1; - public float wallGravityDownForce = 2.8f; - [Space] PlayerMovement playerMovementController;