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

View File

@@ -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){