using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialGlidingState : AerialBaseState { float tempTraction; public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ Debug.Log("Gliding State"); tempTraction = aSM.pStats.Traction; aSM.pStats.Traction = 1.0f; } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ aSM.pStats.Traction = tempTraction; } public override void UpdateState(AerialStateManager aSM){ if(!Input.GetButton("Jump")){ aSM.SwitchState(aSM.FallingState); } 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); } 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); } } public override void FixedUpdateState(AerialStateManager aSM){ aSM.GravityCalculation(9); if(aSM.pStats.HasGrapple){ aSM.GrappleReleaseForce(); } } }