using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveRagdollState : MoveBaseState { float ragTime; // ragdoll timer bool beginRagTimer = false; // whether ragtimer has started Vector3 prevRot; public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){ ragTime = mSM.pStats.RecovTime; // how long to be ragdolled prevRot = mSM.transform.localEulerAngles; // save previous rotation mSM.capCol.enabled = true; // enable capsule collider mSM.moveController.enabled = false; // disable move controller mSM.rB.isKinematic = false; // disable kinematic //apply force mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse); } public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){ mSM.transform.localEulerAngles = prevRot; // reset player rotation } public override void UpdateState(MoveStateManager mSM){ //if player hasn't touched the ground don't start timer if(!beginRagTimer){ beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f); } //start timer else{ ragTime -= Time.deltaTime; } } public override void FixedUpdateState(MoveStateManager mSM){ //if ragtimer is over then recover if(ragTime <= 0 && beginRagTimer){ ragTime = 0; beginRagTimer = false; mSM.SwitchState(mSM.RecoveringState); } } }