added some comments

This commit is contained in:
Melbyj1125
2022-02-16 12:31:11 -06:00
parent 3ff60a830a
commit ab3598eee4
9 changed files with 61 additions and 18 deletions

View File

@@ -13,31 +13,40 @@ public class AerialFallingState : AerialBaseState
}
public override void UpdateState(AerialStateManager aSM){
//if Grav Vel > 0 then jumping
if(aSM.pStats.GravVel > 0){
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
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)){
aSM.SwitchState(aSM.GlidingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wallrunning ands is in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
//if grapple is possible and in state that allows it grapple air
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//Default gravity calculation
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}

View File

@@ -4,40 +4,51 @@ using UnityEngine;
public class AerialGlidingState : AerialBaseState
{
float tempTraction;
float tempTraction; // temp traction to store the actual player traction
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
Debug.Log("Gliding State");
//Modify base traction
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
//return traction to normal
aSM.pStats.Traction = tempTraction;
}
public override void UpdateState(AerialStateManager aSM){
//if not holding jump fall
if(!Input.GetButton("Jump")){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if isWallrunning and in state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//modified gravity calculation to fall slower
aSM.GravityCalculation(9);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}

View File

@@ -7,6 +7,7 @@ public class AerialGroundedState : AerialBaseState
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
Debug.Log("Grounded State");
//release is false if grounded
aSM.release = false;
}
@@ -15,19 +16,25 @@ public class AerialGroundedState : AerialBaseState
}
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 then falling
if(aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.FallingState);
}
//if grav vel > 0 then jumping
else if(aSM.pStats.GravVel > 0){
aSM.SwitchState(aSM.JumpingState);
}
//can grapple and in state that allows grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleGroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//base gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
}

View File

@@ -15,26 +15,33 @@ public class AerialJumpingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if grav vel < 0 falling
if(aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//default gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple release then apply grapple release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}

View File

@@ -24,24 +24,31 @@ public class AerialGrappleAirState : AerialBaseState
Debug.Log("Grapple Air State");
//refresh jump number
aSM.curJumpNum = 0;
//rope length limit
ropeLength = Vector3.Distance(aSM.transform.position, aSM.hookPoint.transform.position);
if(ropeLength > aSM.maxGrappleDistance){
ropeLength = aSM.maxGrappleDistance;
}
//old and cur direction vector for player to hookpoint
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;
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;
//swing momentum calculation
swingMom = CalculateSwingMom(aSM.mSM.driftVel.magnitude * 50f, aSM);
oldSwingMom = swingMom;
aSM.pStats.GravVel = -1;
aSM.release = false;
aSM.lerpRelease = Vector3.zero;
//Initialize variables
aSM.pStats.GravVel = -1; // grav vel is adjusted so things work
aSM.release = false; // player hasn't released
aSM.lerpRelease = Vector3.zero; // reset lerp release
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
if(nextState != aSM.GrappleGroundedState){
aSM.release = true;
aSM.pStats.GravVel = 0;

View File

@@ -4,7 +4,6 @@ using UnityEngine;
public class DashCooldownState : DashBaseState
{
private CoolDown driver;
bool cooldown = false;
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
@@ -30,7 +29,7 @@ public class DashCooldownState : DashBaseState
}
private IEnumerator startCoolDown(DashStateManager dSM){
//driver.startUICooldown(dashItem.name);
//dSM.driver.startUICooldown(dashItem.name);
yield return new WaitForSeconds(dSM.dashItem.cooldownM);
cooldown = true;
}

View File

@@ -29,6 +29,7 @@ public class DashStateManager : MonoBehaviour
////Scripts Section
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
public CoolDown driver;
////
////Items Section
@@ -44,6 +45,7 @@ public class DashStateManager : MonoBehaviour
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
////Initialize Scripts

View File

@@ -4,7 +4,6 @@ using UnityEngine;
public class NitroCooldownState : NitroBaseState
{
bool cooldown = false;
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
@@ -30,7 +29,7 @@ public class NitroCooldownState : NitroBaseState
}
private IEnumerator startCoolDown(NitroStateManager nSM){
//driver.startUICooldown("Nitro");
//nSM.driver.startUICooldown("Nitro");
yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
cooldown = true;
}

View File

@@ -29,6 +29,7 @@ public class NitroStateManager : MonoBehaviour
////Scripts Section
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
public CoolDown driver;
////
////Items Section
@@ -48,6 +49,7 @@ public class NitroStateManager : MonoBehaviour
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
////Initialize Scripts