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 MoveIdleState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Idle State");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
}
public override void UpdateState(MoveStateManager mSM){
//Move to Walk State after speed increases
@@ -16,7 +20,7 @@ public class MoveIdleState : MoveBaseState
}
//If Q or joystick button1 crouch state
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.CrouchState);
}
}
@@ -24,8 +28,4 @@ public class MoveIdleState : MoveBaseState
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

View File

@@ -4,11 +4,15 @@ using UnityEngine;
public class MoveJogState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Jog State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
}
public override void UpdateState(MoveStateManager mSM){
//move to run state if speed increases
@@ -21,7 +25,7 @@ public class MoveJogState : MoveBaseState
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
@@ -29,8 +33,4 @@ public class MoveJogState : MoveBaseState
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

View File

@@ -4,11 +4,15 @@ using UnityEngine;
public class MoveRunState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Run State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
}
public override void UpdateState(MoveStateManager mSM){
//move to Jog if speed decreases
@@ -17,7 +21,7 @@ public class MoveRunState : MoveBaseState
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
@@ -25,8 +29,4 @@ public class MoveRunState : MoveBaseState
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

View File

@@ -4,11 +4,15 @@ using UnityEngine;
public class MoveWalkState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Walk State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
}
public override void UpdateState(MoveStateManager mSM){
//move to Jog if speed increases
@@ -21,7 +25,7 @@ public class MoveWalkState : MoveBaseState
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState && mSM.aSM.currentState != mSM.aSM.GrappleGroundedState)){
mSM.SwitchState(mSM.SlideState);
}
}
@@ -29,8 +33,4 @@ public class MoveWalkState : MoveBaseState
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}