using System.Collections; using System.Collections.Generic; using UnityEngine; public class dDashNoneState : dDashBaseState { public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){ } public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){ } public override void UpdateState(dDashStateManager dSM){ //checks if player has dash if(dSM.pStats.HasDash){ //if incapacitated then incapacitated if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){ dSM.SwitchState(dSM.IncapacitatedState); } //if R key then Dashing else if ((Input.GetKeyDown(KeyCode.R) || Input.GetAxis("Dash") != 0)){ dSM.SwitchState(dSM.DashingState); } } } public override void FixedUpdateState(dDashStateManager dSM){ } }