mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-30 14:26:58 -05:00
Finished the Movement and Aerial groups
Working on the Dash, Nitro, and offense groups now
This commit is contained in:
@@ -9,10 +9,10 @@ public class MoveCrouchState : MoveBaseState
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float originalTraction; // Traction before slide started
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RaycastHit slideRay; // slide raycast
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public override void EnterState(MoveStateManager mSM){
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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Debug.Log("Crouch State");
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if(mSM.previousState != mSM.SlideState){
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if(previousState != mSM.SlideState){
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//Initialize Important Stats On state enter
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mSM.pStats.CurVel = 0;
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originalTraction = mSM.pStats.Traction;
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@@ -22,6 +22,16 @@ public class MoveCrouchState : MoveBaseState
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}
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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if(nextState != mSM.CrouchWalkState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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}
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public override void UpdateState(MoveStateManager mSM){
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}
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@@ -35,7 +45,6 @@ public class MoveCrouchState : MoveBaseState
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
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ExitCrouchState(mSM);
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mSM.SwitchState(mSM.IdleState);
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}
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else{
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@@ -52,15 +61,4 @@ public class MoveCrouchState : MoveBaseState
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*/
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mSM.SlideMovement();
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}
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public override void OnCollisionEnter(MoveStateManager mSM){
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}
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public void ExitCrouchState(MoveStateManager mSM){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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}
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@@ -4,9 +4,13 @@ using UnityEngine;
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public class MoveCrouchWalkState : MoveBaseState
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{
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public override void EnterState(MoveStateManager mSM){
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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Debug.Log("Crouch Walk State");
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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}
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public override void UpdateState(MoveStateManager mSM){
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@@ -33,7 +37,4 @@ public class MoveCrouchWalkState : MoveBaseState
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*/
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}
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public override void OnCollisionEnter(MoveStateManager mSM){
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}
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}
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@@ -8,7 +8,7 @@ public class MoveSlideState : MoveBaseState
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float originalTraction; // Traction before slide started
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RaycastHit slideRay; // slide raycast
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public override void EnterState(MoveStateManager mSM){
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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Debug.Log("Slide State");
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//Initialize Important Stats On state enter
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@@ -19,6 +19,15 @@ public class MoveSlideState : MoveBaseState
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mSM.pStats.Traction = 0.01f;
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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if(nextState != mSM.CrouchState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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}
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public override void UpdateState(MoveStateManager mSM){
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//if player comes to a stop while sliding they crouch
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@@ -38,15 +47,12 @@ public class MoveSlideState : MoveBaseState
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.JogState);
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}
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else{
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.RunState);
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}
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}
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@@ -76,15 +82,4 @@ public class MoveSlideState : MoveBaseState
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*/
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mSM.SlideMovement();
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}
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public override void OnCollisionEnter(MoveStateManager mSM){
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}
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public void SlideToMoveState(MoveStateManager mSM){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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}
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