cut punch state

This commit is contained in:
Melbyj1125
2022-03-28 13:06:13 -05:00
parent 890ab6479a
commit b50426d4c7
12 changed files with 7 additions and 313 deletions

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@@ -1,52 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseAirPunchState : OffenseBaseState
{
private float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
legRotation = -90;
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(8f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
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)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked or grounded then cooldown
if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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@@ -1,11 +0,0 @@
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@@ -1,60 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffensePunchState : OffenseBaseState
{
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
//start kicking routine
oSM.StartCoroutine(kicking(1f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // deactivate leg
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
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)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
}
else{
legRotation = -90;
}
//jitter player upwards because of a weird issue with collider
oSM.moveController.Move(new Vector3(0,.002f,0));
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}

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@@ -1,11 +0,0 @@
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@@ -21,30 +21,13 @@ public class OffenseNoneState : OffenseBaseState
//if grounded then grounded kick states
else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){
//if power is above 300 then punch
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.PunchState);
}
//otherwise kick
else{
oSM.SwitchState(oSM.KickState);
}
//Regular Kick
oSM.SwitchState(oSM.KickState);
}
//if in the air
else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){
//if power is above 300 air punch
if(oSM.pStats.KickPow > 300){
oSM.SwitchState(oSM.AirPunchState);
}
//otherwise air kick
else{
oSM.SwitchState(oSM.AirKickState);
}
oSM.SwitchState(oSM.AirKickState);
}
}

View File

@@ -18,8 +18,6 @@ public class OffenseStateManager : NetworkBehaviour
//Kick&Punch States
public OffenseKickState KickState = new OffenseKickState();
public OffenseAirKickState AirKickState = new OffenseAirKickState();
public OffensePunchState PunchState = new OffensePunchState();
public OffenseAirPunchState AirPunchState = new OffenseAirPunchState();
////
////Objects Sections