mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-31 06:44:33 -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 MoveIdleState : 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("Idle 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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//Move to Walk State after speed increases
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@@ -16,7 +20,7 @@ public class MoveIdleState : MoveBaseState
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}
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//If Q or joystick button1 crouch state
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if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
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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)){
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mSM.SwitchState(mSM.CrouchState);
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}
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}
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@@ -24,8 +28,4 @@ public class MoveIdleState : MoveBaseState
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.DirectionalMovement();
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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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@@ -4,11 +4,15 @@ using UnityEngine;
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public class MoveJogState : 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("Jog State");
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//Debug.Log(mSM.calculatedCurVel);
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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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//move to run state if speed increases
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@@ -21,7 +25,7 @@ public class MoveJogState : MoveBaseState
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}
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//move to slide if Q or JoystickButton1
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if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
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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)){
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mSM.SwitchState(mSM.SlideState);
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}
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}
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@@ -29,8 +33,4 @@ public class MoveJogState : MoveBaseState
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.DirectionalMovement();
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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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@@ -4,11 +4,15 @@ using UnityEngine;
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public class MoveRunState : 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("Run State");
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//Debug.Log(mSM.calculatedCurVel);
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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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//move to Jog if speed decreases
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@@ -17,7 +21,7 @@ public class MoveRunState : MoveBaseState
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}
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//move to slide if Q or JoystickButton1
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if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
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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)){
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mSM.SwitchState(mSM.SlideState);
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}
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}
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@@ -25,8 +29,4 @@ public class MoveRunState : MoveBaseState
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.DirectionalMovement();
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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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@@ -4,11 +4,15 @@ using UnityEngine;
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public class MoveWalkState : 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("Walk State");
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//Debug.Log(mSM.calculatedCurVel);
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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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//move to Jog if speed increases
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@@ -21,7 +25,7 @@ public class MoveWalkState : MoveBaseState
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}
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//move to slide if Q or JoystickButton1
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if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && mSM.aSM.currentState != mSM.aSM.FallingState){
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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)){
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mSM.SwitchState(mSM.SlideState);
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}
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}
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@@ -29,8 +33,4 @@ public class MoveWalkState : MoveBaseState
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.DirectionalMovement();
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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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