using System.Collections; using System.Collections.Generic; using UnityEngine; public class dAerialGroundedState : dAerialBaseState { public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){ //release is false if grounded aSM.release = false; } public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){ } public override void UpdateState(dAerialStateManager aSM){ //if grav vel < 0 then falling if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.CrouchState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){ aSM.SwitchState(aSM.FallingState); } //if grav vel > 0 then jumping else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.JumpingState); } //can grapple and in state that allows grapple else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.GrappleGroundedState); } } public override void FixedUpdateState(dAerialStateManager aSM){ //base gravity calculations aSM.GravityCalculation(aSM.pStats.PlayerGrav); } }