mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 09:54:28 -05:00
bug fixes
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@@ -4,8 +4,14 @@ using UnityEngine;
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public class dAerialFallingState : dAerialBaseState
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{
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bool shouldGlide;
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public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
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if(previousState == aSM.JumpingState && aSM.jumpHeld){
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shouldGlide = true;
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}
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else{
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shouldGlide = false;
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}
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}
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public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
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@@ -15,12 +21,15 @@ public class dAerialFallingState : dAerialBaseState
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public override void UpdateState(dAerialStateManager aSM){
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//if Grav Vel > 0 then jumping
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if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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if((Input.GetButton("Jump") && aSM.jumpPressed) && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
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Debug.Log("Going to Jump From Fall");
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aSM.SwitchState(aSM.JumpingState);
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}
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//if jump has been pressed and has glider and is in a state that allows it glide
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else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState) && !aSM.pStats.IsPaused){
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else if((Input.GetButton("Jump") && (shouldGlide || (aSM.curJumpNum == aSM.pStats.JumpNum))) && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState) && !aSM.pStats.IsPaused){
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Debug.Log("Going to Glide From Fall");
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aSM.SwitchState(aSM.GlidingState);
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}
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