mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-25 20:04:39 -05:00
glider rotates and new cursor
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@@ -4,12 +4,20 @@ using UnityEngine;
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public class dAerialGlidingState : dAerialBaseState
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{
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bool rotateGlider = false;
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Vector3 gliderInitialPos = new Vector3(0,.0058f,-.0014f);
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Vector3 gliderInitialRot = new Vector3(80,-180,0);
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Vector3 gliderEndPos = new Vector3(0,.0355f,.0037f);
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Vector3 gliderEndRot = new Vector3(0,-180f,0);
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public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
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//Modify base traction
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aSM.pStats.CurTraction = 1.0f;
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aSM.pStats.GravVel = -1;
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aSM.GetComponent<Animator>().SetBool("isGliding", true);
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rotateGlider = true;
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}
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@@ -18,10 +26,17 @@ public class dAerialGlidingState : dAerialBaseState
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//return traction to normal
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aSM.pStats.CurTraction = aSM.pStats.Traction;
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aSM.GetComponent<Animator>().SetBool("isGliding", false);
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aSM.glider.transform.localPosition = gliderInitialPos;
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aSM.glider.transform.localEulerAngles = gliderInitialRot;
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}
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public override void UpdateState(dAerialStateManager aSM){
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if(rotateGlider){
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rotateGlider = RotateGlider(aSM);
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}
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//if not holding jump fall
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if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
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aSM.SwitchState(aSM.FallingState);
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@@ -53,4 +68,22 @@ public class dAerialGlidingState : dAerialBaseState
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aSM.GrappleReleaseForce();
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}
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}
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private bool RotateGlider(dAerialStateManager aSM){
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Debug.Log(aSM.glider.transform.localEulerAngles);
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if(aSM.glider.transform.localEulerAngles.x >= 0 && aSM.glider.transform.localEulerAngles.x <= 90){
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if(aSM.glider.transform.localPosition != gliderEndPos){
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aSM.glider.transform.localPosition = Vector3.Lerp(aSM.glider.transform.localPosition, gliderEndPos, 20*Time.deltaTime);
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}
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if(aSM.glider.transform.localEulerAngles != gliderEndRot){
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aSM.glider.transform.localEulerAngles = new Vector3(aSM.glider.transform.localEulerAngles.x - 30,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
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}
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return true;
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}
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else{
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aSM.glider.transform.localEulerAngles = new Vector3(0,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
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return false;
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}
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}
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}
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@@ -32,6 +32,7 @@ public class dAerialStateManager : NetworkBehaviour
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public LineRenderer lr;
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public CharacterController handController;
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public Transform handPosition;
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public GameObject glider;
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////
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////Components Section
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@@ -4,13 +4,21 @@ using UnityEngine;
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public class AerialGlidingState : AerialBaseState
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{
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bool rotateGlider = false;
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Vector3 gliderInitialPos = new Vector3(0,.0058f,-.0014f);
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Vector3 gliderInitialRot = new Vector3(80,-180,0);
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Vector3 gliderEndPos = new Vector3(0,.0355f,.0037f);
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Vector3 gliderEndRot = new Vector3(0,-180f,0);
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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//Modify base traction
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aSM.pStats.CurTraction = 1.0f;
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aSM.pStats.GravVel = -4;
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aSM.pStats.GravVel = -3;
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aSM.GetComponent<Animator>().SetBool("isGliding", true);
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rotateGlider = true;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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@@ -18,10 +26,17 @@ public class AerialGlidingState : AerialBaseState
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//return traction to normal
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aSM.pStats.CurTraction = aSM.pStats.Traction;
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aSM.GetComponent<Animator>().SetBool("isGliding", false);
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aSM.glider.transform.localPosition = gliderInitialPos;
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aSM.glider.transform.localEulerAngles = gliderInitialRot;
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}
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public override void UpdateState(AerialStateManager aSM){
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if(rotateGlider){
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rotateGlider = RotateGlider(aSM);
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}
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//if not holding jump fall
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if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
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aSM.SwitchState(aSM.FallingState);
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@@ -53,4 +68,22 @@ public class AerialGlidingState : AerialBaseState
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aSM.GrappleReleaseForce();
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}
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}
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private bool RotateGlider(AerialStateManager aSM){
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if(aSM.glider.transform.localEulerAngles.x >= 0 && aSM.glider.transform.localEulerAngles.x <= 90){
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if(aSM.glider.transform.localPosition != gliderEndPos){
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aSM.glider.transform.localPosition = Vector3.Lerp(aSM.glider.transform.localPosition, gliderEndPos, 20*Time.deltaTime);
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}
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if(aSM.glider.transform.localEulerAngles != gliderEndRot){
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aSM.glider.transform.localEulerAngles = new Vector3(aSM.glider.transform.localEulerAngles.x - 30,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
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}
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return true;
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}
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else{
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aSM.glider.transform.localEulerAngles = new Vector3(0,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
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return false;
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}
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}
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}
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@@ -35,6 +35,7 @@ public class AerialStateManager : NetworkBehaviour
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public CharacterController handController;
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public Transform handPosition;
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public GameObject removeableHand;
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public GameObject glider;
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////
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////Components Section
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