using System.Collections; using System.Collections.Generic; using UnityEngine; public class dAerialJumpingState : dAerialBaseState { private int previousJumpNum; public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){ previousJumpNum = aSM.curJumpNum; if (aSM.curJumpNum % 2 == 1) { aSM.GetComponent().SetBool("isJumpingLeft", true); } //if even, do right jump else if (aSM.curJumpNum % 2 == 0) { aSM.GetComponent().SetBool("isJumpingRight", true); } } public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){ aSM.GetComponent().SetBool("isJumpingLeft", false); aSM.GetComponent().SetBool("isJumpingRight", false); } public override void UpdateState(dAerialStateManager aSM){ //if grav vel < 0 falling if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){ aSM.SwitchState(aSM.FallingState); } //if is grounded then grounded else if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } //if is wall running and in a state that allows it wallrun else if(aSM.isWallRunning && (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() && (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); } } public override void FixedUpdateState(dAerialStateManager aSM){ //default gravity calculations aSM.GravityCalculation(aSM.pStats.PlayerGrav); //if grapple release then apply grapple release force if(aSM.pStats.HasGrapple){ aSM.GrappleReleaseForce(); } if(aSM.curJumpNum != previousJumpNum) { previousJumpNum = aSM.curJumpNum; aSM.GetComponent().SetBool("isJumpingLeft", false); aSM.GetComponent().SetBool("isJumpingRight", false); if (aSM.curJumpNum % 2 == 1) { aSM.GetComponent().SetBool("isJumpingLeft", true); } //if even, do right jump else if (aSM.curJumpNum % 2 == 0) { aSM.GetComponent().SetBool("isJumpingRight", true); } } } }