using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialJumpingState : AerialBaseState { public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ } public override void UpdateState(AerialStateManager aSM){ //if grav vel < 0 falling if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){ aSM.SwitchState(aSM.FallingState); } //if is grounded then grounded else if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } //if is wallrunning ands is in a state that allows it wallrun else if(aSM.isWallRunning && (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.WallRunState); } //if grapple is possible and in state that allows it grapple air 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){ //default gravity calculations aSM.GravityCalculation(aSM.pStats.PlayerGrav); //if grapple release then apply grapple release force if(aSM.pStats.HasGrapple){ aSM.GrappleReleaseForce(); } } }