mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
added some comments
This commit is contained in:
@@ -13,31 +13,40 @@ public class AerialFallingState : AerialBaseState
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}
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public override void UpdateState(AerialStateManager aSM){
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//if Grav Vel > 0 then jumping
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if(aSM.pStats.GravVel > 0){
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aSM.SwitchState(aSM.JumpingState);
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}
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//if jump has been pressed and has glider and is in a state that allows it glide
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else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GlidingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if is wallrunning ands is in a state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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//if grapple is possible and in state that allows it grapple air
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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//Default gravity calculation
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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//if grapple released apply release force
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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}
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}
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@@ -4,40 +4,51 @@ using UnityEngine;
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public class AerialGlidingState : AerialBaseState
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{
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float tempTraction;
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float tempTraction; // temp traction to store the actual player traction
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Gliding State");
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//Modify base traction
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tempTraction = aSM.pStats.Traction;
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aSM.pStats.Traction = 1.0f;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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//return traction to normal
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aSM.pStats.Traction = tempTraction;
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}
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public override void UpdateState(AerialStateManager aSM){
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//if not holding jump fall
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if(!Input.GetButton("Jump")){
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aSM.SwitchState(aSM.FallingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if isWallrunning and in state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if can grapple and in state that allows it grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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//modified gravity calculation to fall slower
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aSM.GravityCalculation(9);
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//if grapple released apply release force
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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@@ -7,6 +7,7 @@ public class AerialGroundedState : AerialBaseState
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public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
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Debug.Log("Grounded State");
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//release is false if grounded
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aSM.release = false;
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}
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@@ -15,19 +16,25 @@ public class AerialGroundedState : AerialBaseState
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}
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public override void UpdateState(AerialStateManager aSM){
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//if grav vel < 0 then falling
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if(aSM.pStats.GravVel < 0){
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aSM.SwitchState(aSM.FallingState);
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}
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//if grav vel > 0 then jumping
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else if(aSM.pStats.GravVel > 0){
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aSM.SwitchState(aSM.JumpingState);
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}
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//can grapple and in state that allows grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleGroundedState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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//base gravity calculations
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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}
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}
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@@ -15,26 +15,33 @@ public class AerialJumpingState : AerialBaseState
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public override void UpdateState(AerialStateManager aSM){
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//if grav vel < 0 falling
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if(aSM.pStats.GravVel < 0){
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aSM.SwitchState(aSM.FallingState);
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}
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//if is grounded then grounded
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if(aSM.isGrounded){
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aSM.SwitchState(aSM.GroundedState);
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}
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//if is wall running and in a state that allows it wallrun
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if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.WallRunState);
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}
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//if can grapple and in a state that allows it grapple
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if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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public override void FixedUpdateState(AerialStateManager aSM){
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//default gravity calculations
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aSM.GravityCalculation(aSM.pStats.PlayerGrav);
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//if grapple release then apply grapple release force
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if(aSM.pStats.HasGrapple){
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aSM.GrappleReleaseForce();
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}
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@@ -24,24 +24,31 @@ public class AerialGrappleAirState : AerialBaseState
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Debug.Log("Grapple Air State");
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//refresh jump number
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aSM.curJumpNum = 0;
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//rope length limit
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ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
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if(ropeLength > aSM.maxGrappleDistance){
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ropeLength = aSM.maxGrappleDistance;
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}
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//old and cur direction vector for player to hookpoint
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oldXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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curXZDir = (new Vector3(aSM.hookPoint.transform.position.x,0,aSM.hookPoint.transform.position.z) - new Vector3(aSM.transform.position.x,0,aSM.transform.position.z)).normalized;
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//swing momentum calculation
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swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
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oldSwingMom = swingMom;
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aSM.pStats.GravVel = -1;
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aSM.release = false;
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aSM.lerpRelease = Vector3.zero;
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//Initialize variables
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aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
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aSM.release = false; // player hasn't released
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aSM.lerpRelease = Vector3.zero; // reset lerp release
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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if(nextState != aSM.GrappleGroundedState){
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aSM.release = true;
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aSM.pStats.GravVel = 0;
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@@ -4,7 +4,6 @@ using UnityEngine;
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public class DashCooldownState : DashBaseState
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{
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private CoolDown driver;
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bool cooldown = false;
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public override void EnterState(DashStateManager dSM, DashBaseState previousState){
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@@ -30,7 +29,7 @@ public class DashCooldownState : DashBaseState
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}
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private IEnumerator startCoolDown(DashStateManager dSM){
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//driver.startUICooldown(dashItem.name);
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//dSM.driver.startUICooldown(dashItem.name);
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yield return new WaitForSeconds(dSM.dashItem.cooldownM);
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cooldown = true;
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}
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@@ -29,6 +29,7 @@ public class DashStateManager : MonoBehaviour
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////Scripts Section
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public PlayerStats pStats; // Player Stats
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public MoveStateManager mSM;
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public CoolDown driver;
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////
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////Items Section
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@@ -44,6 +45,7 @@ public class DashStateManager : MonoBehaviour
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capCol.enabled = true;
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parentObj = transform.parent.gameObject; // set parent object
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animator = GetComponent<Animator>(); // set animator
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//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
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////
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////Initialize Scripts
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@@ -4,7 +4,6 @@ using UnityEngine;
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public class NitroCooldownState : NitroBaseState
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{
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bool cooldown = false;
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public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
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@@ -30,7 +29,7 @@ public class NitroCooldownState : NitroBaseState
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}
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private IEnumerator startCoolDown(NitroStateManager nSM){
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//driver.startUICooldown("Nitro");
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//nSM.driver.startUICooldown("Nitro");
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yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
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cooldown = true;
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}
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@@ -29,6 +29,7 @@ public class NitroStateManager : MonoBehaviour
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////Scripts Section
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public PlayerStats pStats; // Player Stats
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public MoveStateManager mSM;
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public CoolDown driver;
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////
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////Items Section
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@@ -48,6 +49,7 @@ public class NitroStateManager : MonoBehaviour
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capCol.enabled = true;
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parentObj = transform.parent.gameObject; // set parent object
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animator = GetComponent<Animator>(); // set animator
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//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
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////
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////Initialize Scripts
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