using System.Collections; using System.Collections.Generic; using UnityEngine; public class AerialJumpingState : AerialBaseState { private int previousJumpNum; public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){ //if odd, do left jump previousJumpNum = aSM.curJumpNum; if (aSM.curJumpNum % 2 == 1) { aSM.GetComponent().SetBool("isJumpingLeft", true); } //if even, do right jump else if(aSM.curJumpNum % 2 == 0) { aSM.GetComponent().SetBool("isJumpingRight", true); } } public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){ aSM.GetComponent().SetBool("isJumpingLeft", false); aSM.GetComponent().SetBool("isJumpingRight", false); } 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(); } if (aSM.curJumpNum != previousJumpNum) { previousJumpNum = aSM.curJumpNum; aSM.GetComponent().SetBool("isJumpingLeft", false); aSM.GetComponent().SetBool("isJumpingRight", false); if (aSM.curJumpNum % 2 == 1) { aSM.GetComponent().SetBool("isJumpingLeft", true); } //if even, do right jump else if (aSM.curJumpNum % 2 == 0) { aSM.GetComponent().SetBool("isJumpingRight", true); } } } }