using System.Collections; using System.Collections.Generic; using UnityEngine; public class dOffenseNoneState : dOffenseBaseState { public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){ } public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){ } public override void UpdateState(dOffenseStateManager oSM){ //if incapacitated then incapacitated if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){ oSM.SwitchState(oSM.IncapacitatedState); } //if grounded then grounded kick states else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){ // kick oSM.SwitchState(oSM.KickState); } //if in the air else if((Input.GetKeyDown(KeyCode.F) || Input.GetAxis("Kick") != 0) && !oSM.pStats.IsPaused){ //air kick oSM.SwitchState(oSM.AirKickState); } } public override void FixedUpdateState(dOffenseStateManager oSM){ } }