using System.Collections; using System.Collections.Generic; using UnityEngine; public class dMoveCrouchState : dMoveBaseState { //Slide Variables RaycastHit slideRay; // slide raycast public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ //if not coming from slide state then rotate player and adjust height if(previousState != mSM.SlideState){ mSM.pStats.CurVel = 0; mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z); mSM.moveController.height *= .5f; } } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ //if next state isn't crouch walk revert rotation, speed, and height if(nextState != mSM.CrouchWalkState){ mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0); mSM.pStats.CurVel = mSM.calculatedCurVel; mSM.moveController.height *= 2.0f; } } public override void UpdateState(dMoveStateManager mSM){ } public override void FixedUpdateState(dMoveStateManager mSM){ mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X")); ///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE //If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){ if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){ mSM.SwitchState(mSM.IdleState); } else{ Debug.Log("Object above you"); } } /* //If falling stop sliding and go to wasd states if(mSM.aSM.currentState == mSM.aSM.FallingState){ ExitCrouchState(mSM); mSM.SwitchState(mSM.IdleState); } */ } }