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

@@ -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;
}
}

View File

@@ -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){
}
}

View File

@@ -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;
}
}