using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialWallRunState : AerialBaseState { public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Wallrun State"); aSM.pStats.GravVel = 0; } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ } public override void UpdateState(AerialStateManager aSM){ if(Input.GetButton("Jump")){ aSM.SwitchState(aSM.JumpingState); } else if(!aSM.isWallRunning){ aSM.SwitchState(aSM.FallingState); } if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.GrappleAirState); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(2); } }