using System.Collections; using System.Collections.Generic; using UnityEngine; public class dOffenseAirKickState : dOffenseBaseState { private float legRotation = 0; // angle for leg rotation bool kicked = false; // whether they have kicked or not public override void EnterState(dOffenseStateManager oSM, dOffenseBaseState previousState){ oSM.leg.SetActive(true); // activate leg legRotation = -90; oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg kicked = false; // haven't kicked //start kicking routine oSM.StartCoroutine(kicking(8f)); } public override void ExitState(dOffenseStateManager oSM, dOffenseBaseState nextState){ legRotation = 0; // reset leg angle oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg oSM.leg.SetActive(false); // reset leg angle } public override void UpdateState(dOffenseStateManager oSM){ //if incapacitated then cooldown 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.SwitchState(oSM.CooldownState); } //if kicked or grounded then cooldown if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){ oSM.SwitchState(oSM.CooldownState); } } public override void FixedUpdateState(dOffenseStateManager oSM){ //jitter player upwards because of a weird issue with collider oSM.moveController.Move(new Vector3(0,.002f,0)); } //kicking timer private IEnumerator kicking(float waitTime){ yield return new WaitForSeconds(waitTime); kicked = true; } }