TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Incapacitated/MoveRagdollState.cs
2022-03-09 15:00:01 -06:00

54 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveRagdollState : MoveBaseState
{
float ragTime; // ragdoll timer
bool beginRagTimer = false; // whether ragtimer has started
Vector3 prevRot;
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
ragTime = mSM.pStats.RecovTime; // how long to be ragdolled
prevRot = mSM.transform.localEulerAngles; // save previous rotation
mSM.capCol.enabled = true; // enable capsule collider
mSM.moveController.enabled = false; // disable move controller
mSM.rB.isKinematic = false; // disable kinematic
//apply force
mSM.rB.AddForce(mSM.dirHit, ForceMode.Impulse);
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.transform.localEulerAngles = prevRot; // reset player rotation
}
public override void UpdateState(MoveStateManager mSM){
//if player hasn't touched the ground don't start timer
if(!beginRagTimer){
beginRagTimer = Physics.Raycast(mSM.transform.position, -Vector3.up, mSM.distToGround + 1f);
}
//start timer
else{
ragTime -= Time.deltaTime;
}
}
public override void FixedUpdateState(MoveStateManager mSM){
//if ragtimer is over then recover
if(ragTime <= 0 && beginRagTimer){
ragTime = 0;
beginRagTimer = false;
mSM.SwitchState(mSM.RecoveringState);
}
}
}