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https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-26 02:00:54 -05:00
maybe fixed issue with movestate reference
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parent
516645aa3d
commit
fc1f1cb68f
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@ -143,6 +143,26 @@ public class AerialStateManager : NetworkBehaviour
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}
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void Update(){
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if(currentState == null){
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//players starting state
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currentState = GroundedState;
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previousState = GroundedState;
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currentState.EnterState(this, previousState);
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////Initialize Variables
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//Wallrun Variables
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directions = new Vector3[]{
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Vector3.right,
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Vector3.right + Vector3.forward,
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Vector3.forward,
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Vector3.left + Vector3.forward,
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Vector3.left
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};
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//Grapple Variables
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hookPoints = GameObject.FindGameObjectsWithTag("HookPoint");
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////
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}
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if (!IsLocalPlayer) { return; }
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@ -56,6 +56,13 @@ public class DashStateManager : NetworkBehaviour
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void Update(){
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if(currentState == null){
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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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if (!IsLocalPlayer) { return; }
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//calls any logic in the update state from current state
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@ -125,6 +125,20 @@ public class MoveStateManager : NetworkBehaviour
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// Update is called once per frame
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void Update()
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{
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if(currentState == null){
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//players starting state
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currentState = IdleState;
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previousState = IdleState;
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currentState.EnterState(this, previousState);
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distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
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if (!IsLocalPlayer) { return; }
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Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
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pStats.CurTraction = pStats.Traction;
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pStats.CurAcc = pStats.Acc;
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}
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if (!IsLocalPlayer) { return; }
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//calculates vel using driftVel will need to be relocated
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@ -69,6 +69,13 @@ public class NitroStateManager : NetworkBehaviour
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}
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void Update(){
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if(currentState == null){
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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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if (!IsLocalPlayer) { return; }
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@ -81,7 +81,13 @@ public class OffenseStateManager : NetworkBehaviour
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}
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void Update(){
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if(currentState == null){
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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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if (!IsLocalPlayer) { return; }
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//calls any logic in the update state from current state
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