Finished the Movement and Aerial groups

Working on the Dash, Nitro, and offense groups now
This commit is contained in:
Melbyj1125
2022-02-15 21:19:12 -06:00
parent ba3ac228f7
commit 833183d034
81 changed files with 1568 additions and 173 deletions

View File

@@ -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);
}
}
}

View File

@@ -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();
}
}
}

View File

@@ -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){
}
}

View File

@@ -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();
}
}
}