mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-21 18:04:27 -05:00
bug fixes
This commit is contained in:
@@ -4,8 +4,14 @@ using UnityEngine;
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public class AerialFallingState : AerialBaseState
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{
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bool shouldGlide;
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public override void EnterState(AerialStateManager aSM, AerialBaseState 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(AerialStateManager aSM, AerialBaseState nextState){
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@@ -15,14 +21,14 @@ public class AerialFallingState : AerialBaseState
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public override void UpdateState(AerialStateManager 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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@@ -9,6 +9,7 @@ public class AerialGlidingState : AerialBaseState
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//Modify base traction
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aSM.pStats.CurTraction = 1.0f;
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aSM.pStats.GravVel = -1;
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}
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public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
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@@ -43,7 +44,7 @@ public class AerialGlidingState : AerialBaseState
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public override void FixedUpdateState(AerialStateManager aSM){
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//modified gravity calculation to fall slower
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aSM.GravityCalculation(9);
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aSM.GravityCalculation(8);
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//if grapple released apply release force
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if(aSM.pStats.HasGrapple){
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@@ -25,13 +25,13 @@ public class AerialJumpingState : AerialBaseState
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aSM.SwitchState(aSM.GroundedState);
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}
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//if is wall running and in a state that allows it wallrun
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else if(aSM.isWallRunning){
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//if is wallrunning ands is in a state that allows it wallrun
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else if(aSM.isWallRunning && (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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aSM.SwitchState(aSM.WallRunState);
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}
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//if can grapple and in a state that allows it grapple
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else if(aSM.CheckGrapple()){
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//if grapple is possible and in state that allows it grapple air
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else if(aSM.CheckGrapple() && (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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aSM.SwitchState(aSM.GrappleAirState);
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}
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}
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@@ -54,8 +54,7 @@ public class AerialStateManager : NetworkBehaviour
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//Jump Variables
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public int curJumpNum; // current Jumps Used
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public bool jumpHeld; // Jump is Held
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public bool canJump = true; // can the player jump
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bool jumpPressed; // Jamp was pressed
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public bool jumpPressed; // Jamp was pressed
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public float coyJumpTimer = 0.13f; // Default Coyote Jump time
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public float curCoyJumpTimer = 0.13f; // current Coyote Jump time
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public float lowJumpMultiplier; // Short jump multiplier
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@@ -106,7 +105,7 @@ public class AerialStateManager : NetworkBehaviour
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Vector3 impact = Vector3.zero; // Impact Vector
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//Grapple Variables
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float maxGrabDistance = 30;// Max Distance can cast grapple
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float maxGrabDistance = 60;// Max Distance can cast grapple
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public GameObject hookPoint; // Actual Hook points
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public GameObject[] hookPoints; // Hook point list
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public int hookPointIndex; // Hook point Index
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@@ -217,8 +216,6 @@ public class AerialStateManager : NetworkBehaviour
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rB.AddForce(new Vector3(0,pStats.GravVel,0));
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}
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}
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public void SwitchState(AerialBaseState state){
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@@ -395,8 +392,8 @@ public class AerialStateManager : NetworkBehaviour
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curJumpNum++;
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jumpHeld = true;
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jumpPressed = true;
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jumpHeld = true;
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}
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}
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@@ -637,7 +634,7 @@ public class AerialStateManager : NetworkBehaviour
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public void GrappleReleaseForce(){
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if(release){
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currentForcePower *= .90f;
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moveController.Move(postForceDirection * currentForcePower);
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moveController.Move(postForceDirection * currentForcePower * Time.deltaTime);
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if(currentForcePower < .05) release = false;
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}
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