mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-07 18:05:16 -05:00
Finished the Movement and Aerial groups
Working on the Dash, Nitro, and offense groups now
This commit is contained in:
@@ -4,10 +4,14 @@ using UnityEngine;
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public class AerialFallingState : AerialBaseState
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{
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public override void EnterState(AerialStateManager aSM){
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Falling State");
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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}
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public override void UpdateState(AerialStateManager aSM){
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if(aSM.pStats.GravVel > 0){
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aSM.SwitchState(aSM.JumpingState);
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@@ -19,13 +23,21 @@ public class AerialFallingState : AerialBaseState
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if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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public override void OnCollisionEnter(AerialStateManager aSM){
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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}
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@@ -6,30 +6,40 @@ public class AerialGlidingState : AerialBaseState
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{
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float tempTraction;
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public override void EnterState(AerialStateManager aSM){
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Gliding State");
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tempTraction = aSM.pStats.Traction;
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aSM.pStats.Traction = 1.0f;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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aSM.pStats.Traction = tempTraction;
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}
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public override void UpdateState(AerialStateManager aSM){
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if(!Input.GetButton("Jump")){
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aSM.pStats.Traction = tempTraction;
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aSM.SwitchState(aSM.FallingState);
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}
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if(aSM.isGrounded){
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aSM.pStats.Traction = tempTraction;
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aSM.SwitchState(aSM.GroundedState);
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}
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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aSM.GravityCalculation(9);
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}
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public override void OnCollisionEnter(AerialStateManager aSM){
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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}
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}
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@@ -4,8 +4,14 @@ using UnityEngine;
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public class AerialGroundedState : AerialBaseState
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{
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public override void EnterState(AerialStateManager aSM){
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Grounded State");
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aSM.release = false;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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}
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public override void UpdateState(AerialStateManager aSM){
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@@ -15,13 +21,13 @@ public class AerialGroundedState : AerialBaseState
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else if(aSM.pStats.GravVel > 0){
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aSM.SwitchState(aSM.JumpingState);
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}
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleGroundedState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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public override void OnCollisionEnter(AerialStateManager aSM){
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}
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}
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@@ -5,10 +5,14 @@ using UnityEngine;
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public class AerialJumpingState : AerialBaseState
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{
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public override void EnterState(AerialStateManager aSM){
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Jumping State");
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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}
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public override void UpdateState(AerialStateManager aSM){
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if(aSM.pStats.GravVel < 0){
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@@ -18,13 +22,21 @@ public class AerialJumpingState : AerialBaseState
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if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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public override void OnCollisionEnter(AerialStateManager aSM){
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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}
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}
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