bug fixes

This commit is contained in:
Melbyj1125
2022-04-27 00:37:38 -05:00
parent 16a02b2332
commit f83d22eab8
16 changed files with 125 additions and 44 deletions

View File

@@ -4,8 +4,14 @@ using UnityEngine;
public class AerialFallingState : AerialBaseState
{
bool shouldGlide;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
if(previousState == aSM.JumpingState && aSM.jumpHeld){
shouldGlide = true;
}
else{
shouldGlide = false;
}
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
@@ -15,14 +21,14 @@ public class AerialFallingState : AerialBaseState
public override void UpdateState(AerialStateManager aSM){
//if Grav Vel > 0 then jumping
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)){
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)){
Debug.Log("Going to Jump From Fall");
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
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){
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){
Debug.Log("Going to Glide From Fall");
aSM.SwitchState(aSM.GlidingState);
}

View File

@@ -9,6 +9,7 @@ public class AerialGlidingState : AerialBaseState
//Modify base traction
aSM.pStats.CurTraction = 1.0f;
aSM.pStats.GravVel = -1;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
@@ -43,7 +44,7 @@ public class AerialGlidingState : AerialBaseState
public override void FixedUpdateState(AerialStateManager aSM){
//modified gravity calculation to fall slower
aSM.GravityCalculation(9);
aSM.GravityCalculation(8);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){

View File

@@ -25,13 +25,13 @@ public class AerialJumpingState : AerialBaseState
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
else if(aSM.isWallRunning){
//if is wallrunning ands is in a state that allows it wallrun
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)){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
else if(aSM.CheckGrapple()){
//if grapple is possible and in state that allows it grapple air
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)){
aSM.SwitchState(aSM.GrappleAirState);
}
}

View File

@@ -54,8 +54,7 @@ public class AerialStateManager : NetworkBehaviour
//Jump Variables
public int curJumpNum; // current Jumps Used
public bool jumpHeld; // Jump is Held
public bool canJump = true; // can the player jump
bool jumpPressed; // Jamp was pressed
public bool jumpPressed; // Jamp was pressed
public float coyJumpTimer = 0.13f; // Default Coyote Jump time
public float curCoyJumpTimer = 0.13f; // current Coyote Jump time
public float lowJumpMultiplier; // Short jump multiplier
@@ -106,7 +105,7 @@ public class AerialStateManager : NetworkBehaviour
Vector3 impact = Vector3.zero; // Impact Vector
//Grapple Variables
float maxGrabDistance = 30;// Max Distance can cast grapple
float maxGrabDistance = 60;// Max Distance can cast grapple
public GameObject hookPoint; // Actual Hook points
public GameObject[] hookPoints; // Hook point list
public int hookPointIndex; // Hook point Index
@@ -217,8 +216,6 @@ public class AerialStateManager : NetworkBehaviour
rB.AddForce(new Vector3(0,pStats.GravVel,0));
}
}
public void SwitchState(AerialBaseState state){
@@ -395,8 +392,8 @@ public class AerialStateManager : NetworkBehaviour
curJumpNum++;
jumpHeld = true;
jumpPressed = true;
jumpHeld = true;
}
}
@@ -637,7 +634,7 @@ public class AerialStateManager : NetworkBehaviour
public void GrappleReleaseForce(){
if(release){
currentForcePower *= .90f;
moveController.Move(postForceDirection * currentForcePower);
moveController.Move(postForceDirection * currentForcePower * Time.deltaTime);
if(currentForcePower < .05) release = false;
}