using System.Collections; using System.Collections.Generic; using UnityEngine; public class OffenseKickState : OffenseBaseState { float legRotation = 0; bool kicked = false; public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){ Debug.Log("Kicking State"); oSM.leg.SetActive(true); kicked = false; oSM.StartCoroutine(kicking(1f)); } public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){ legRotation = 0; oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); oSM.leg.SetActive(false); } public override void UpdateState(OffenseStateManager oSM){ 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.aSM.currentState == oSM.aSM.GrappleGroundedState)){ oSM.SwitchState(oSM.CooldownState); } if(kicked){ oSM.SwitchState(oSM.CooldownState); } } public override void FixedUpdateState(OffenseStateManager oSM){ if(legRotation > -90){ oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); legRotation -= 20; } else{ legRotation = -90; } oSM.moveController.Move(new Vector3(0,.002f,0)); } private IEnumerator kicking(float waitTime){ yield return new WaitForSeconds(waitTime); kicked = true; } }