mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
cut punch state
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@@ -1,52 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dOffenseAirPunchState : dOffenseBaseState
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{
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private float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
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oSM.leg.SetActive(true); // activate leg
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legRotation = -90;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(8f));
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}
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public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // reset leg angle
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}
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public override void UpdateState(dOffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked or grounded then cooldown
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if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(dOffenseStateManager oSM){
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 639f429564de9864292274ce4630d8b8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,60 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class dOffensePunchState : dOffenseBaseState
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{
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float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){
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oSM.leg.SetActive(true); // activate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(1f));
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}
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public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // deactivate leg
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}
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public override void UpdateState(dOffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked then cooldown
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if(kicked){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(dOffenseStateManager oSM){
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//if leg isn't fully extended rotate it
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if(legRotation > -90){
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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legRotation -= 20;
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}
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else{
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legRotation = -90;
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}
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 190b69b70a6fd684aabaee22d13b1d41
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -21,31 +21,14 @@ public class dOffenseNoneState : dOffenseBaseState
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//if grounded then grounded kick states
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else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){
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//if power is above 300 then punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.PunchState);
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}
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//otherwise kick
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else{
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oSM.SwitchState(oSM.KickState);
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}
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// kick
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oSM.SwitchState(oSM.KickState);
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}
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//if in the air
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else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){
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//if power is above 300 air punch
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if(oSM.pStats.KickPow > 300){
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oSM.SwitchState(oSM.AirPunchState);
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}
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//otherwise air kick
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else{
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oSM.SwitchState(oSM.AirKickState);
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}
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//air kick
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oSM.SwitchState(oSM.AirKickState);
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}
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}
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@@ -18,8 +18,6 @@ public class dOffenseStateManager : NetworkBehaviour
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//Kick&Punch States
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public dOffenseKickState KickState = new dOffenseKickState();
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public dOffenseAirKickState AirKickState = new dOffenseAirKickState();
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public dOffensePunchState PunchState = new dOffensePunchState();
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public dOffenseAirPunchState AirPunchState = new dOffenseAirPunchState();
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////
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////Objects Sections
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