using System.Collections; using System.Collections.Generic; using UnityEngine; public class NitroNitroingState : NitroBaseState { private float tempTimer; private float actualMaxVel; private float actualAcc; public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){ actualMaxVel = nSM.pStats.MaxVel; actualAcc = nSM.pStats.Acc; nSM.pStats.Acc += nSM.nitroAccBoost; nSM.pStats.MaxVel += nSM.nitroVelBoost; tempTimer = 5; } public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){ nSM.pStats.Acc = actualAcc; nSM.pStats.MaxVel = actualMaxVel; } public override void UpdateState(NitroStateManager nSM){ if(tempTimer > 0){ tempTimer -= .02f; } else{ nSM.SwitchState(nSM.CooldownState); } if(nSM.mSM.currentState == nSM.mSM.RagdollState){ nSM.SwitchState(nSM.CooldownState); } } public override void FixedUpdateState(NitroStateManager nSM){ } }