mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-22 02:14:30 -05:00
adjusted anything that refered to playerMovement
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@@ -0,0 +1,87 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MoveSlideState : MoveBaseState
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{
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//Slide Variables
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float originalTraction; // Traction before slide started
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RaycastHit slideRay; // slide raycast
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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//Initialize Important Stats On state enter
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mSM.pStats.CurVel = 0;
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originalTraction = mSM.pStats.Traction;
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mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
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mSM.moveController.height *= .5f;
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mSM.pStats.Traction = 0.01f;
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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if(nextState != mSM.CrouchState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.pStats.Traction = originalTraction;
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mSM.moveController.height *= 2.0f;
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}
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else{
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mSM.pStats.Traction = originalTraction;
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}
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}
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public override void UpdateState(MoveStateManager mSM){
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//if player comes to a stop while sliding they crouch
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if(mSM.calculatedCurVel < mSM.idleLimit){
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mSM.SwitchState(mSM.CrouchState);
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}
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
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mSM.pStats.Traction += .004f;
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///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
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if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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mSM.SwitchState(mSM.JogState);
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}
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else{
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mSM.SwitchState(mSM.RunState);
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}
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}
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else{
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Debug.Log("Object above you");
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}
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}
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/*
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//If falling stop sliding and go to wasd states
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.JogState);
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}
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else{
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SlideToMoveState(mSM);
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mSM.SwitchState(mSM.RunState);
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}
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}
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*/
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mSM.SlideMovement();
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}
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}
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