mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-07 09:55:24 -05:00
added some comments
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@@ -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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