using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialGroundedState : AerialBaseState { public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ //release is false if grounded aSM.release = false; } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ } public override void UpdateState(AerialStateManager aSM){ //if grav vel < 0 then falling if(aSM.pStats.GravVel < 0 || (aSM.pStats.GravVel > 0 && (aSM.mSM.currentState == aSM.mSM.SlideState || aSM.mSM.currentState == aSM.mSM.CrouchState || aSM.mSM.currentState == aSM.mSM.CrouchWalkState || aSM.mSM.currentState == aSM.mSM.RagdollState || aSM.mSM.currentState == aSM.mSM.RecoveringState))){ aSM.SwitchState(aSM.FallingState); } //if grav vel > 0 then jumping else if(aSM.pStats.GravVel > 0 && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.JumpingState); } //can grapple and in state that allows grapple else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.GrappleAirState); } } public override void FixedUpdateState(AerialStateManager aSM){ //base gravity calculations aSM.GravityCalculation(aSM.pStats.PlayerGrav); } }