using System.Collections; using System.Collections.Generic; using UnityEngine; public class OffenseNoneState : OffenseBaseState { public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){ } public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){ } public override void UpdateState(OffenseStateManager oSM){ //if incapacitated then incapacitated if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState)){ oSM.SwitchState(oSM.IncapacitatedState); } //if grounded then grounded kick states else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(GameManager.GM.bindableActions["kickKey"]) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !oSM.pStats.IsPaused){ //Regular Kick oSM.SwitchState(oSM.KickState); } //if in the air else if((Input.GetKeyDown(KeyCode.F) || Input.GetKeyDown(KeyCode.JoystickButton2) && !oSM.pStats.IsPaused)){ oSM.SwitchState(oSM.AirKickState); } } public override void FixedUpdateState(OffenseStateManager oSM){ } }