TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialJumpingState.cs
2022-04-27 18:49:42 -05:00

79 lines
2.9 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialJumpingState : dAerialBaseState
{
private int previousJumpNum;
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
previousJumpNum = aSM.curJumpNum;
if (aSM.curJumpNum % 2 == 1)
{
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", true);
}
//if even, do right jump
else if (aSM.curJumpNum % 2 == 0)
{
aSM.GetComponent<Animator>().SetBool("isJumpingRight", true);
}
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", false);
aSM.GetComponent<Animator>().SetBool("isJumpingRight", false);
}
public override void UpdateState(dAerialStateManager 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 wall running and in a state that allows it wallrun
else if(aSM.isWallRunning && (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 can grapple and in a state that allows it grapple
else if(aSM.CheckGrapple() && (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(dAerialStateManager 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<Animator>().SetBool("isJumpingLeft", false);
aSM.GetComponent<Animator>().SetBool("isJumpingRight", false);
if (aSM.curJumpNum % 2 == 1)
{
aSM.GetComponent<Animator>().SetBool("isJumpingLeft", true);
}
//if even, do right jump
else if (aSM.curJumpNum % 2 == 0)
{
aSM.GetComponent<Animator>().SetBool("isJumpingRight", true);
}
}
}
}