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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-21 16:44:18 -05:00
Finished the Movement and Aerial groups
Working on the Dash, Nitro, and offense groups now
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AerialGrappleAirState : AerialBaseState
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{
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float ropeLength; // current rope length
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Vector3 swingDirection; // Swing direction
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float inclinationAngle; // inclination angle
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float theta = -1; // theta
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float swingMom;
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Vector3 tensionMomDirection;
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Vector3 hookPointRight;
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Vector3 momDirection;
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Vector3 curXZDir;
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Vector3 oldXZDir;
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float swingSpeed = 10;
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bool swingback = false; //swing the player back
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float oldSwingMom;
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Vector3 tensionDirection;
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float tensionForce;
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Grapple Air State");
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aSM.curJumpNum = 0;
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ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
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if(ropeLength > aSM.maxGrappleDistance){
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ropeLength = aSM.maxGrappleDistance;
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}
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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;
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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;
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swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
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oldSwingMom = swingMom;
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aSM.pStats.GravVel = -1;
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aSM.release = false;
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aSM.lerpRelease = Vector3.zero;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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if(nextState != aSM.GrappleGroundedState){
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aSM.release = true;
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aSM.pStats.GravVel = 0;
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aSM.forceDirection = Vector3.zero;
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swingback = true;
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}
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else{
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aSM.pStats.GravVel = 0;
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aSM.forceDirection = Vector3.zero;
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swingback = true;
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}
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}
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public override void UpdateState(AerialStateManager aSM){
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if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
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aSM.SwitchState(aSM.FallingState);
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}
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else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
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aSM.eHeld = false;
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}
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if(Input.GetButton("Jump")){
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aSM.SwitchState(aSM.JumpingState);
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}
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if(aSM.isGrounded){
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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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Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
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//Debug.Log(Vector3.Distance(gameObject.transform.position, hookPoint.transform.position));
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//Calculate tether force direction based on hookpoint
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if (Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) >= ropeLength )
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{
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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);
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}
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else{
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aSM.forceDirection = Vector3.zero;
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}
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aSM.moveController.Move(SwingMoveController(aSM));
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if(swingMom != 0){
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aSM.moveController.Move(CalculateMomentumDirection(aSM.pStats.GravVel, aSM.hookPoint.transform.position, aSM));
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swingMom -= .5f;
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}
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if(swingMom<0) swingMom = 0;
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aSM.tempRelease = CalculateSwingReleaseForce();
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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//Needs to be Overhauled to properly implement energy loss taking into account players current Velocity, height and input
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//------Important Equations--------
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// TensionForce = Cos(theta) * g * m * Vector3(tensionDirection)
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// Potential Energy = m * g * h -- Will need to modify adding current speed
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// Kinetic Energy = 1/2 * m * V^2 -- assuming no energy loss at the bottom KE = PE at peak we will add energy loss ourselves
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// Total Energy = m * ((g*h) + (1/2 * V^2))
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// Velocity = (2 * ((TotalEnergy/m) - (g*h)))^(1/2) -- This hypothetically could be used for our swing momentum calculation
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// Movement Direction right angle of tension force = Sin(theta) * g * m * Vector3(Right angle to tensionDirection)
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//Calculate the tether direction vector and how much force that vector needs
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Vector3 CalculateForceDirection(float mass, float g, Vector3 hPoint, AerialStateManager aSM){
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//tension direction and angle calculation
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tensionDirection = (hPoint - aSM.transform.position).normalized;
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inclinationAngle = Vector3.Angle((aSM.transform.position - hPoint).normalized, -aSM.transform.up);
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theta = Mathf.Deg2Rad * inclinationAngle;
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if(theta<=.1) theta = 0;
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//How much force the tension needs
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tensionForce = mass * -g * Mathf.Cos(theta);
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//force direction calculation based on tension direction and force
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Vector3 fDirection = tensionDirection * tensionForce;
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return fDirection;
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}
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Vector3 CalculateMomentumDirection(float g, Vector3 hPoint, AerialStateManager aSM){
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tensionMomDirection = (hPoint - aSM.transform.position).normalized;
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hookPointRight = Vector3.Cross(oldXZDir, aSM.transform.up).normalized;
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momDirection = -1 * Vector3.Cross(hookPointRight, tensionMomDirection).normalized;
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if(oldXZDir != curXZDir){
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//midpointMom = swingMom;
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swingback = false;
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//Debug.Log("flip");
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}
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if(swingback == false && swingMom <= (oldSwingMom*(.75f))){
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swingback = true;
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oldSwingMom = swingMom;
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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;
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//Debug.Log("swingback");
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}
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curXZDir = (new Vector3(hPoint.x,0,hPoint.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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Debug.DrawRay(aSM.transform.position, momDirection * Time.deltaTime* 100, Color.green);
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return (momDirection * Time.deltaTime * swingMom);
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}
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//Calculates the players initial swing momentum using their height and their current velocity
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float CalculateSwingMom(float playerSpeed, AerialStateManager aSM){
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//Calculate the players height compared to the lowest point in the swing
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float swingHeight = aSM.transform.position.y - (aSM.hookPoint.transform.position.y - ropeLength);
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if(swingHeight <= 1){
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swingHeight = 1;
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}
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float sMom = playerSpeed + (swingHeight*2);
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if(sMom > aSM.maxSwingMom){
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sMom = aSM.maxSwingMom;
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}
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return sMom;
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}
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//Special movement for the player while they swing
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Vector3 SwingMoveController(AerialStateManager aSM){
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//WASD input
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float inputVert = Input.GetAxis("Vertical");
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float inputHor = Input.GetAxis("Horizontal");
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//input is zero when nothing is pressed to prevent button easing values
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if((!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S))) inputVert = 0;
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if((!Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D))) inputHor = 0;
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//Swingspeed build up
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if((inputVert != 0 || inputHor != 0) && swingSpeed < aSM.maxSwingSpeed){
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swingSpeed += aSM.swingAcc;
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}
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else if((inputVert != 0 || inputHor != 0) && swingSpeed >= aSM.maxSwingSpeed){
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swingSpeed = aSM.maxSwingSpeed;
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}
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else if((inputVert == 0 && inputHor == 0)){
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swingSpeed = aSM.minSwingSpeed;
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}
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//Swing direction based on player input
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swingDirection = Vector3.Cross(tensionDirection, ((aSM.transform.right * -inputVert) + (aSM.transform.forward * inputHor))).normalized;
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//NEED TO ADD SWINGSPEED EASING
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//this could be just adding a gradual increase in the swing speed instead of using a flat rate
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//Swing movement with swing speed added
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Vector3 swingMovement = (swingDirection * Time.deltaTime * swingSpeed);
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return (swingMovement);
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}
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Vector3 RopeLengthOffset(Vector3 hPoint, float curDistance, AerialStateManager aSM){
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//How powerful our offset movement has to be
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float offsetPower = ((curDistance - ropeLength) * 200f);
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//The direction we need to apply force to offset when the rope gets lengthened beyond the necessary point
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Vector3 tenDirOffset = (hPoint - aSM.transform.position).normalized;
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return tenDirOffset * offsetPower * Time.deltaTime;
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}
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Vector3 CalculateSwingReleaseForce(){
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Vector3 releaseSwingForceDirection = momDirection * ((swingMom) + 10);
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releaseSwingForceDirection = new Vector3(releaseSwingForceDirection.x,0,releaseSwingForceDirection.z);
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if(swingMom < 5){
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return Vector3.zero;
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}
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return releaseSwingForceDirection * Time.deltaTime;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 18f636cc4d77c0d439a1effaa5b08485
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,39 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class AerialGrappleGroundedState : AerialBaseState
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{
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Grapple 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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if(!aSM.isGrounded && aSM.pStats.GravVel < 0){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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if(Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position) > aSM.maxGrappleDistance){
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aSM.SwitchState(aSM.GroundedState);
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}
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if((Input.GetKeyDown(KeyCode.E) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !aSM.eHeld){
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aSM.SwitchState(aSM.GroundedState);
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}
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else if((Input.GetKeyUp(KeyCode.E) || Input.GetKeyUp(KeyCode.JoystickButton2))){
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aSM.eHeld = false;
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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Debug.DrawRay(aSM.transform.position, (aSM.hookPoint.transform.position - aSM.transform.position)); //Visual of line
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: bd53fea25f9a40e41812e6faae369b2a
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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