Have a lot of the basic movement in the stateMachine

Will need to finish up and implement some of the ragdoll interactions
This commit is contained in:
Melbyj1125
2022-02-14 00:32:37 -06:00
parent 6f0b3a0d0b
commit e1cf0bb094
36 changed files with 6338 additions and 96 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialFallingState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM){
Debug.Log("Falling State");
}
public override void UpdateState(AerialStateManager aSM){
if(aSM.pStats.GravVel > 0){
aSM.SwitchState(aSM.JumpingState);
}
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider){
aSM.SwitchState(aSM.GlidingState);
}
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
public override void OnCollisionEnter(AerialStateManager aSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialGlidingState : AerialBaseState
{
float tempTraction;
public override void EnterState(AerialStateManager aSM){
Debug.Log("Gliding State");
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
}
public override void UpdateState(AerialStateManager aSM){
if(!Input.GetButton("Jump")){
aSM.pStats.Traction = tempTraction;
aSM.SwitchState(aSM.FallingState);
}
if(aSM.isGrounded){
aSM.pStats.Traction = tempTraction;
aSM.SwitchState(aSM.GroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(9);
}
public override void OnCollisionEnter(AerialStateManager aSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialGroundedState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM){
Debug.Log("Grounded State");
}
public override void UpdateState(AerialStateManager aSM){
if(aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.FallingState);
}
else if(aSM.pStats.GravVel > 0){
aSM.SwitchState(aSM.JumpingState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
public override void OnCollisionEnter(AerialStateManager aSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialJumpingState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM){
Debug.Log("Jumping State");
}
public override void UpdateState(AerialStateManager aSM){
if(aSM.pStats.GravVel < 0){
aSM.SwitchState(aSM.FallingState);
}
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
public override void OnCollisionEnter(AerialStateManager aSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public abstract class AerialBaseState
{
public abstract void EnterState(AerialStateManager aSM);
public abstract void UpdateState(AerialStateManager aSM);
public abstract void FixedUpdateState(AerialStateManager aSM);
public abstract void OnCollisionEnter(AerialStateManager aSM);
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialStateManager : MonoBehaviour
{
////Player States
AerialBaseState currentState;
public AerialBaseState previousState;
//Aerial States
public AerialFallingState FallingState = new AerialFallingState();
public AerialGlidingState GlidingState = new AerialGlidingState();
public AerialGroundedState GroundedState = new AerialGroundedState();
public AerialJumpingState JumpingState = new AerialJumpingState();
////
////Objects Sections
private GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
public CharacterController moveController; // Character Controller
private Rigidbody rB; // Players Rigidbody
private CapsuleCollider capCol; // Players Capsule Collider
private Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
////
////Variables Section
//Jump Variables
public int curJumpNum; // current Jumps Used
public bool jumpHeld; // Jump is Held
private bool jumpPressed; // Jamp was pressed
public float coyJumpTimer = 0.1f; // Default Coyote Jump time
public float curCoyJumpTimer = 0.1f; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
public float fallMultiplier; // High Jump Multiplier
//Gravity Variables//
private float maxG = -100; // max downwards velocity
//Ground Check
public bool isGrounded; // is player grounded
public float groundCheckDistance = 0.05f; // offset distance to check ground
private const float jumpGroundingPreventionTime = 0.2f; // delay so player doesn't get snapped to ground while jumping
private const float groundCheckDistanceInAir = 0.07f; // How close we have to get to ground to start checking for grounded again
private Ray groundRay; // ground ray
private RaycastHit groundHit; // ground raycast
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>();
////
}
void Start(){
//players starting state
currentState = GroundedState;
previousState = GroundedState;
currentState.EnterState(this);
}
void Update(){
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
if(moveController.enabled){
Jump();
GroundCheck();
DownwardMovement();
}
else{
Debug.Log(currentState);
//Gravity without moveController
pStats.GravVel -= pStats.PlayerGrav * Time.deltaTime;
rB.AddForce(new Vector3(0,pStats.GravVel,0));
}
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(AerialBaseState state){
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this);
}
//Uses Given gravity to apply a downwards force while allowing coyote Jump and short hops
public void GravityCalculation(float grav){
if(moveController.enabled){
//apply slight upwards force for jump smoothing when g < 0
if(pStats.GravVel < 0){
pStats.GravVel += grav * (fallMultiplier - 1) * Time.deltaTime;
}
//apply smaller upwards force if jump is released early when jumping creating a short jump
else if (pStats.GravVel > 0 && !Input.GetButton("Jump")){
pStats.GravVel += grav * (lowJumpMultiplier - 1) * Time.deltaTime;
}
//apply gravity if not grounded and coyote timer is less than 0
if((isGrounded == false && curCoyJumpTimer <= 0)/* || grapple.isGrappled*/){
pStats.GravVel -= grav * Time.deltaTime;
}
//else don't apply gravity
else{
pStats.GravVel = 0;
}
//Caps out the players downwards speed
if(pStats.GravVel < maxG){
pStats.GravVel = maxG;
}
}
}
//Checks if player is grounded
void GroundCheck(){
// Make sure that the ground check distance while already in air is very small, to prevent suddenly snapping to ground
float chosenGroundCheckDistance = isGrounded ? (moveController.skinWidth + groundCheckDistance) : groundCheckDistanceInAir;
// reset values before the ground check
isGrounded = false;
groundRay = new Ray(moveController.transform.position, Vector3.down);
if (Physics.Raycast(groundRay, out groundHit, moveController.height + groundCheckDistance) && !jumpPressed)
{
// Only consider this a valid ground hit if the ground normal goes in the same direction as the character up
if (Vector3.Dot(groundHit.normal, transform.up) > 0f)
{
isGrounded = true;
// handle snapping to the ground
if (groundHit.distance > moveController.skinWidth /* && !grapple.isGrappled*/)
{
moveController.Move(Vector3.down * groundHit.distance);
}
}
}
}
private void DownwardMovement(){
Vector3 moveY = new Vector3(0,pStats.GravVel,0) * Time.deltaTime;
moveController.Move(moveY);
}
private void Jump(){
//If space/south gamepad button is pressed apply an upwards force to the player
if (Input.GetAxis("Jump") != 0 && !jumpHeld && curJumpNum < pStats.JumpNum)
{
pStats.GravVel = pStats.JumpPow;
curJumpNum++;
jumpHeld = true;
jumpPressed = true;
}
//If grounded no jumps have been used and coyote Timer is refreshed
if(isGrounded && pStats.GravVel == 0){
curCoyJumpTimer = coyJumpTimer;
curJumpNum = 0;
}
//else start the coyote timer
else curCoyJumpTimer -= Time.deltaTime;
//if jump is being held coyote timer is zero
if(jumpHeld) curCoyJumpTimer = 0;
//If space/south face gamepad button isn't being pressed then jump is false
if (Input.GetAxis("Jump") == 0){
jumpHeld = false;
}
if(pStats.GravVel < 0){
jumpPressed = false;
}
}
/*
//Wallrunning
else if (pStats.HasWallrun) {
//Run wall run script
wallRun.WallRunRoutine();
//if wallrunning apply different gravity
if(wallRun.IsWallRunning()){
if(wallRun.firstAttach){
g = 0;
wallRun.firstAttach = false;
}
GravityCalculation(2);
}
//Normal gravity if not wallrunning
else{
GravityCalculation(pStats.PlayerGrav);
}
}
*/
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveRagdollState : MoveBaseState
{
float ragTime;
Vector3 prevRot;
bool beginRagTimer = false;
public override void EnterState(MoveStateManager mSM){
Debug.Log("Ragdoll State");
ragTime = mSM.pStats.RecovTime;
prevRot = mSM.transform.localEulerAngles;
mSM.capCol.enabled = true;
mSM.moveController.enabled = false;
mSM.rB.isKinematic = false;
mSM.rB.detectCollisions = true;
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
}
public override void UpdateState(MoveStateManager mSM){
if(!beginRagTimer){
beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
}
else{
ragTime -= Time.deltaTime;
}
}
public override void FixedUpdateState(MoveStateManager mSM){
//Has to be in Fixed Update because it has player movement
if(ragTime <= 0 && beginRagTimer){
ragTime = 0;
beginRagTimer = false;
mSM.pStats.GravVel = 50;
mSM.capCol.enabled = false;
mSM.moveController.enabled = true;
mSM.rB.isKinematic = true;
mSM.rB.detectCollisions = false;
mSM.transform.localEulerAngles = prevRot;
mSM.SwitchState(mSM.RecoveringState);
}
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveRecoveringState : MoveBaseState
{
////// ADD SOMETHING THAT CHECKS ANIMATION FINISH BEFORE GO TO IDLE
public override void EnterState(MoveStateManager mSM){
mSM.CancelMomentum();
}
public override void UpdateState(MoveStateManager mSM){
mSM.SwitchState(mSM.IdleState);
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@@ -4,23 +4,116 @@ using UnityEngine;
public class MoveStateManager : MonoBehaviour
{
////Player States
MoveBaseState currentState;
MoveIdleState IdleState = new MoveIdleState();
MoveWalkState WalkState = new MoveWalkState();
MoveJogState JogState = new MoveJogState();
MoveRunState RunState = new MoveRunState();
public MoveBaseState previousState;
//WASD States
public MoveIdleState IdleState = new MoveIdleState();
public MoveWalkState WalkState = new MoveWalkState();
public MoveJogState JogState = new MoveJogState();
public MoveRunState RunState = new MoveRunState();
//Slide States
public MoveSlideState SlideState = new MoveSlideState();
public MoveCrouchState CrouchState = new MoveCrouchState();
public MoveCrouchWalkState CrouchWalkState = new MoveCrouchWalkState();
//Incapitated States
public MoveRagdollState RagdollState = new MoveRagdollState();
public MoveRecoveringState RecoveringState = new MoveRecoveringState();
////
////Objects Sections
private GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
public CharacterController moveController; // Character Controller
public Rigidbody rB; // Players Rigidbody
public CapsuleCollider capCol; // Players Capsule Collider
private Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
////
////State Transition Variables
public float idleLimit = .3f;
public float walkLimit = 10.0f;
public float jogLimit = 20f;
public float runLimit = 30f;
////
////Player Variables Section
//Speed Variables
public Vector3 vel; // moveZ + moveX
private Vector3 moveZ; // Local Horizontal Vector
private Vector3 moveX; // Local Vertical Vector
public Vector3 driftVel; // Lerped Movement Vector
public float calculatedCurVel; // calculated current vel using driftVel
//Slide Variables
public Vector3 slideUp; // Slide upwards direction
//Camera Variables
private Vector3 camRotation; // cameras camera rotation vector
[Range(-45, -15)]
public int minAngle = -30; // minimum downwards cam angle
[Range(30, 80)]
public int maxAngle = 45; // Max upwards cam angle
[Range(50, 500)]
public int sensitivity = 200; // Camera sensitivity
//Ragdoll Variables
public Vector3 dirHit;
public float distToGround; // distance to ground
//Impact Variables
private float mass = 5.0F; // mass variable for Impact
private Vector3 impact = Vector3.zero; // Impact Vector
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
////
}
// Start is called before the first frame update
void Start()
{
//players starting state
currentState = IdleState;
previousState = IdleState;
currentState.EnterState(this);
//Slide Upwards Variable
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
}
// Update is called once per frame
void Update()
{
//calculates vel using driftVel will need to be relocated
calculatedCurVel = driftVel.magnitude * 50f;
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
@@ -29,10 +122,132 @@ public class MoveStateManager : MonoBehaviour
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
if(cam.enabled) Rotation();
else Debug.Log("Cam Disabled");
}
void SwitchState(MoveBaseState state){
public void SwitchState(MoveBaseState state){
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
state.EnterState(this);
currentState.EnterState(this);
}
////Broad Functions
//Player Speed Calculator
public float PlayerSpeed(){
//If nothing is pressed speed is 0
if ((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f))
{
pStats.CurVel = 0.0f;
return pStats.CurVel;
}
//If current speed is below min when pressed set to minimum speed
else if (pStats.CurVel < pStats.MinVel)
{
pStats.CurVel = pStats.MinVel;
return pStats.MinVel;
}
// while the speed is below max speed slowly increase it
else if ((pStats.CurVel >= pStats.MinVel) && (pStats.CurVel < pStats.MaxVel))
{
pStats.CurVel += pStats.Acc;
return pStats.CurVel;
}
//If the players speed is above or equal to max speed set speed to max
else if (pStats.CurVel >= pStats.MaxVel)
{
pStats.CurVel = pStats.MaxVel;
return pStats.CurVel;
}
//case if somehow they escape this check
else{
Debug.Log("Something has gone wrong with the PlayerSpeed()");
return -1;
}
}
//Wasd movement using player speed
public void DirectionalMovement(){
//Keyboard inputs
//Checks if movement keys have been pressed and calculates correct vector
moveX = transform.right * Input.GetAxis("Horizontal") * Time.deltaTime * PlayerSpeed();
moveZ = transform.forward * Input.GetAxis("Vertical") * Time.deltaTime * PlayerSpeed();
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
//Actually move he player
moveController.Move(driftVel);
}
//Slide movement
public void SlideMovement(){
moveX = Vector3.zero;
moveZ = Vector3.zero;
//Adds vectors based on movement keys and other conditions to check what the
//player vector should be under the circumstances
vel = moveX + moveZ;
Vector3 moveXZ = new Vector3(vel.x, 0, vel.z);
driftVel = Vector3.Lerp(driftVel, moveXZ, pStats.Traction * Time.deltaTime);
//Actually move he player
moveController.Move(driftVel);
}
//Camera and player rotation
private void Rotation(){
//If moveController is enabled allow Camera control
if(moveController.enabled){
//if input is received from Mouse X
if (Input.GetAxis("Mouse X") != 0){
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
}
//if input is received from right analog stick (horizontal)
else if(Input.GetAxis("HorizontalCam") != 0){
transform.parent.Rotate(Vector3.up * sensitivity * Time.deltaTime * Input.GetAxis("HorizontalCam"));
}
//if input is if input is received from Mouse Y
if (Input.GetAxis("Mouse Y") != 0)
{
camRotation.x -= Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
cam.transform.localEulerAngles = camRotation;
}
//if input is received from right analog stick (vertical)
else if (Input.GetAxis("VerticalTurn") != 0){
camRotation.x -= Input.GetAxis("VerticalTurn") * sensitivity * Time.deltaTime;
camRotation.x = Mathf.Clamp(camRotation.x, minAngle, maxAngle);
cam.transform.localEulerAngles = camRotation;
}
}
}
public void GetHit(Vector3 dir, float force){
//if (!IsLocalPlayer) { return; }
dir.Normalize();
dirHit = dir * force;
SwitchState(RagdollState);
}
public void CancelMomentum(){
pStats.CurVel = 0;
vel = Vector3.zero;
moveX = Vector3.zero;
moveZ = Vector3.zero;
driftVel = Vector3.zero;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCrouchState : MoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM){
Debug.Log("Crouch State");
if(mSM.previousState != mSM.SlideState){
//Initialize Important Stats On state enter
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
}
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
ExitCrouchState(mSM);
mSM.SwitchState(mSM.IdleState);
}
else{
Debug.Log("Object above you");
}
}
mSM.SlideMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
public void ExitCrouchState(MoveStateManager mSM){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.moveController.height *= 2.0f;
}
}

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@@ -0,0 +1,22 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCrouchWalkState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
Debug.Log("Crouch Walk State");
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
}

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@@ -0,0 +1,11 @@
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@@ -0,0 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveSlideState : MoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM){
Debug.Log("Slide State");
//Initialize Important Stats On state enter
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
}
public override void UpdateState(MoveStateManager mSM){
//if player comes to a stop while sliding they crouch
if(mSM.calculatedCurVel < mSM.idleLimit){
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
else{
Debug.Log("Object above you");
}
}
mSM.SlideMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){
}
public void SlideToMoveState(MoveStateManager mSM){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.moveController.height *= 2.0f;
}
}

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@@ -0,0 +1,11 @@
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@@ -5,15 +5,24 @@ using UnityEngine;
public class MoveIdleState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
Debug.Log("Idle State");
}
public override void UpdateState(MoveStateManager mSM){
//Move to Walk State after speed increases
if(mSM.calculatedCurVel >= mSM.idleLimit){
mSM.SwitchState(mSM.WalkState);
}
//If Q or joystick button1 crouch state
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){

View File

@@ -5,15 +5,29 @@ using UnityEngine;
public class MoveJogState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
Debug.Log("Jog State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void UpdateState(MoveStateManager mSM){
//move to run state if speed increases
if(mSM.calculatedCurVel >= mSM.runLimit){
mSM.SwitchState(mSM.RunState);
}
//move to walk if speed decreases
else if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){

View File

@@ -5,15 +5,25 @@ using UnityEngine;
public class MoveRunState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
Debug.Log("Run State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void UpdateState(MoveStateManager mSM){
//move to Jog if speed decreases
if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){

View File

@@ -5,15 +5,29 @@ using UnityEngine;
public class MoveWalkState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM){
Debug.Log("Walk State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void UpdateState(MoveStateManager mSM){
//move to Jog if speed increases
if(mSM.calculatedCurVel >= mSM.jogLimit){
mSM.SwitchState(mSM.JogState);
}
//move to Idle if speed decreases
else if(mSM.calculatedCurVel < mSM.idleLimit){
mSM.SwitchState(mSM.IdleState);
}
//move to slide if Q or JoystickButton1
if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q))){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
public override void OnCollisionEnter(MoveStateManager mSM){

View File

@@ -31,6 +31,7 @@ public class dPlayerMovement : NetworkBehaviour
private Vector3 moveZ; // Local Horizontal Vector
private Vector3 moveX; // Local Vertical Vector
public Vector3 driftVel; // Lerped Movement Vector
public float calculatedCurVel; // calculated Vel based on curVel
//Jump Variables
public int curJumpNum; // current Jumps Used