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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
Changes to debug and state machine
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@@ -12,7 +12,7 @@ public class dMoveRagdollState : dMoveBaseState
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
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prevRot = mSM.transform.localEulerAngles; // save previous rotation
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mSM.prevRot = mSM.transform.localEulerAngles; // save previous rotation
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mSM.capCol.enabled = true; // enable capsule collider
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mSM.moveController.enabled = false; // disable move controller
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mSM.rB.isKinematic = false; // disable kinematic
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@@ -24,12 +24,6 @@ public class dMoveRagdollState : dMoveBaseState
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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mSM.pStats.GravVel = 80; // resets gravVel
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mSM.capCol.enabled = false; // disable capsule collider
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mSM.moveController.enabled = true; // enable move controller
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mSM.rB.isKinematic = true; // enable kinematic
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mSM.rB.detectCollisions = false; // detect collisions false
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mSM.transform.localEulerAngles = prevRot; // reset player rotation
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}
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public override void UpdateState(dMoveStateManager mSM){
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@@ -7,7 +7,14 @@ public class dMoveRecoveringState : dMoveBaseState
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////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
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public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
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mSM.pStats.GravVel = 80; // resets gravVel
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mSM.capCol.enabled = false; // disable capsule collider
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mSM.moveController.enabled = true; // enable move controller
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mSM.rB.isKinematic = true; // enable kinematic
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mSM.rB.detectCollisions = false; // detect collisions false
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mSM.transform.localEulerAngles = mSM.prevRot; // reset player rotation
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mSM.CancelMomentum(); // reset player variables
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mSM.moveController.Move(new Vector3(0,2,0));
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}
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public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
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@@ -76,6 +76,7 @@ public class dMoveStateManager : NetworkBehaviour
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//Ragdoll Variables
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public Vector3 dirHit; // Direction hit
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public float distToGround; // distance to ground
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public Vector3 prevRot; // previous rotation before ragdolled
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////
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@@ -216,6 +217,7 @@ public class dMoveStateManager : NetworkBehaviour
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//Raycast offset
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Vector3 rayOffset = moveXZ - lastVel;
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/*
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//Check if wall is in direction player is moving
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if (((Physics.Raycast(gameObject.transform.position + new Vector3(0,.4f,0) + rayOffset, moveXZ.normalized, out wallHitBot, .18f, layerMask) == true) || ((currentState != SlideState || currentState != CrouchState) && (Physics.Raycast(gameObject.transform.position + new Vector3(0,2.2f,0), moveXZ.normalized, out wallHitTop, .18f, layerMask) == true))) && !firstWallHit){
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CancelMomentum();
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@@ -228,7 +230,8 @@ public class dMoveStateManager : NetworkBehaviour
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,.4f,0) + (rayOffset/2), moveXZ.normalized * 1f, Color.red);
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Debug.DrawRay(gameObject.transform.position + new Vector3(0,2.2f,0) + rayOffset, moveXZ.normalized * .2f, Color.red);
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*/
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driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.CurTraction * Time.deltaTime);
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if(currentState == GrappleAirState){
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driftVel = Vector3.zero;
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