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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