using System.Collections; using System.Collections.Generic; using UnityEngine; public class OffenseNoneState : OffenseBaseState { public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){ } public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){ } 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.IncapacitatedState); } else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){ if(oSM.pStats.KickPow > 300){ oSM.SwitchState(oSM.PunchState); } else{ oSM.SwitchState(oSM.KickState); } } else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0)){ if(oSM.pStats.KickPow > 300){ oSM.SwitchState(oSM.AirPunchState); } else{ oSM.SwitchState(oSM.AirKickState); } } } public override void FixedUpdateState(OffenseStateManager oSM){ } }