using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialFallingState : AerialBaseState { public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Falling State"); } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ } public override void UpdateState(AerialStateManager aSM){ if(aSM.pStats.GravVel > 0){ aSM.SwitchState(aSM.JumpingState); } else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.GlidingState); } if(aSM.isGrounded){ aSM.SwitchState(aSM.GroundedState); } if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.WallRunState); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(aSM.pStats.PlayerGrav); if(aSM.pStats.HasGrapple){ aSM.GrappleReleaseForce(); } if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){ aSM.SwitchState(aSM.GrappleAirState); } } }