mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
50 lines
1.8 KiB
C#
50 lines
1.8 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class DashDashingState : DashBaseState
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{
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Vector3 moveDirection; // direction vector
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const float maxDashTime = .8f; // max dash time
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float dashDistance = 18; // distance to dash
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float dashStoppingSpeed = 0.1f; // how quickly they stop
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float currentDashTime = maxDashTime; // current dash time
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float dashSpeed = 12; // dash speed
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public override void EnterState(DashStateManager dSM, DashBaseState previousState){
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currentDashTime = 0; // resets dash time
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dSM.GetComponent<Animator>().SetBool("isDashing", true);
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}
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public override void ExitState(DashStateManager dSM, DashBaseState nextState){
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moveDirection = Vector3.zero; // resets moveDirection
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dSM.GetComponent<Animator>().SetBool("isDashing", false);
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}
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public override void UpdateState(DashStateManager dSM){
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//if dash timer is active then move player
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if(currentDashTime < maxDashTime){
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moveDirection = dSM.transform.forward * dashDistance;
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currentDashTime += dashStoppingSpeed;
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dSM.pStats.GravVel = 0;
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}
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//if dashtimer runs out then cooldown
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else{
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dSM.SwitchState(dSM.CooldownState);
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}
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//if player becomes incapacitated then cooldown
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if(dSM.mSM.currentState == dSM.mSM.RagdollState || dSM.mSM.currentState == dSM.mSM.SlideState || dSM.mSM.currentState == dSM.mSM.CrouchState || dSM.mSM.currentState == dSM.mSM.CrouchWalkState){
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dSM.SwitchState(dSM.CooldownState);
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}
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}
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public override void FixedUpdateState(DashStateManager dSM){
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//Actually moves the player
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dSM.moveController.Move(moveDirection * Time.deltaTime * dashSpeed);
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}
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}
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