mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-09-12 04:15:16 -05:00
adjusted anything that refered to playerMovement
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@@ -0,0 +1,8 @@
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@@ -0,0 +1,36 @@
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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 NitroCooldownState : NitroBaseState
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{
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bool cooldown = false;
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public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
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cooldown = false;
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nSM.StartCoroutine(startCoolDown(nSM));
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}
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public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
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}
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public override void UpdateState(NitroStateManager nSM){
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if(cooldown && (nSM.mSM.currentState == nSM.mSM.RagdollState || nSM.mSM.currentState == nSM.mSM.RecoveringState)){
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nSM.SwitchState(nSM.IncapacitatedState);
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}
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else if(cooldown){
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nSM.SwitchState(nSM.NoneState);
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}
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}
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public override void FixedUpdateState(NitroStateManager nSM){
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}
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private IEnumerator startCoolDown(NitroStateManager nSM){
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//nSM.driver.startUICooldown("Nitro");
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yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
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cooldown = true;
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,24 @@
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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 NitroIncapacitatedState : NitroBaseState
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{
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public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
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}
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public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
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}
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public override void UpdateState(NitroStateManager nSM){
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if(nSM.mSM.currentState != nSM.mSM.RagdollState && nSM.mSM.currentState != nSM.mSM.RecoveringState){
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nSM.SwitchState(nSM.NoneState);
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}
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}
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public override void FixedUpdateState(NitroStateManager nSM){
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}
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}
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@@ -0,0 +1,11 @@
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@@ -0,0 +1,42 @@
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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 NitroNitroingState : NitroBaseState
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{
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private float tempTimer;
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private float actualMaxVel;
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private float actualAcc;
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public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
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actualMaxVel = nSM.pStats.MaxVel;
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actualAcc = nSM.pStats.Acc;
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nSM.pStats.Acc += nSM.nitroAccBoost;
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nSM.pStats.MaxVel += nSM.nitroVelBoost;
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tempTimer = 5;
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}
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public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
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nSM.pStats.Acc = actualAcc;
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nSM.pStats.MaxVel = actualMaxVel;
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}
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public override void UpdateState(NitroStateManager nSM){
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if(tempTimer > 0){
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tempTimer -= .02f;
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}
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else{
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nSM.SwitchState(nSM.CooldownState);
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}
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if(nSM.mSM.currentState == nSM.mSM.RagdollState){
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nSM.SwitchState(nSM.CooldownState);
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}
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}
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public override void FixedUpdateState(NitroStateManager nSM){
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cfb069621f651c743b64a3604ba25e8b
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@@ -0,0 +1,33 @@
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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 NitroNoneState : NitroBaseState
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{
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public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
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}
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public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
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}
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public override void UpdateState(NitroStateManager nSM){
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if(nSM.pStats.HasNitro){
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if ((Input.GetKeyDown(KeyCode.LeftShift) || Input.GetKeyDown(KeyCode.JoystickButton8)))
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{
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nSM.SwitchState(nSM.NitroingState);
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}
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if(nSM.mSM.currentState == nSM.mSM.RagdollState){
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nSM.SwitchState(nSM.IncapacitatedState);
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}
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}
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}
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public override void FixedUpdateState(NitroStateManager nSM){
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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@@ -0,0 +1,11 @@
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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 abstract class NitroBaseState
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{
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public abstract void EnterState(NitroStateManager nSM, NitroBaseState previousState);
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public abstract void ExitState(NitroStateManager nSM, NitroBaseState nextState);
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public abstract void UpdateState(NitroStateManager nSM);
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public abstract void FixedUpdateState(NitroStateManager nSM);
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 7142e15316cd1694983f38a584c89346
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@@ -0,0 +1,96 @@
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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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using MLAPI;
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public class NitroStateManager : NetworkBehaviour
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{
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////Player States
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public NitroBaseState currentState;
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public NitroBaseState previousState;
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//Nitro States
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public NitroNoneState NoneState = new NitroNoneState();
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public NitroIncapacitatedState IncapacitatedState = new NitroIncapacitatedState();
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public NitroCooldownState CooldownState = new NitroCooldownState();
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public NitroNitroingState NitroingState = new NitroNitroingState();
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////
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////Objects Sections
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GameObject parentObj; // Parent object
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////
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////Components Section
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public CharacterController moveController; // Character Controller
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Rigidbody rB; // Players Rigidbody
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CapsuleCollider capCol; // Players Capsule Collider
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Animator animator; // Animation Controller
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////
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////Scripts Section
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public PlayerStats pStats; // Player Stats
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public MoveStateManager mSM;
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public CoolDown driver;
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////
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////Items Section
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public SpecialItem nitroItem;
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////
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////Variables Section
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public float nitroVelBoost = 40;
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public float nitroAccBoost = .4f;
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void Awake(){
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////Initialize Player Components
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moveController = GetComponent<CharacterController>(); // set Character Controller
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rB = GetComponent<Rigidbody>(); //set Rigid Body
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capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
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capCol.enabled = true;
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parentObj = transform.parent.gameObject; // set parent object
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animator = GetComponent<Animator>(); // set animator
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//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
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////
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////Initialize Scripts
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pStats = GetComponent<PlayerStats>(); // set PlayerStats
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mSM = GetComponent<MoveStateManager>(); // set move state manager
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////
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}
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void Start(){
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//players starting state
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currentState = NoneState;
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previousState = NoneState;
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currentState.EnterState(this, previousState);
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}
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void Update(){
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if (!IsLocalPlayer) { return; }
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//calls any logic in the update state from current state
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currentState.UpdateState(this);
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}
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void FixedUpdate(){
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if (!IsLocalPlayer) { return; }
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//calls any logic in the fixed update state from current state
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currentState.FixedUpdateState(this);
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}
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public void SwitchState(NitroBaseState state){
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currentState.ExitState(this, state);
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//Sets the previous State
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previousState = currentState;
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//updates current state and calls logic for entering
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currentState = state;
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currentState.EnterState(this, previousState);
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}
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}
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@@ -0,0 +1,11 @@
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