mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
51 lines
1.8 KiB
C#
51 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 MoveCrouchWalkState : MoveBaseState
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{
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public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
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mSM.animator.SetBool("isCrouchWalking", true);
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}
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public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
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//if next state isn't crouch revert rotation, speed, and height
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if(nextState != mSM.CrouchState){
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mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
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mSM.pStats.CurVel = mSM.calculatedCurVel;
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mSM.moveController.height *= 2.0f;
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mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
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}
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mSM.animator.SetBool("isCrouchWalking", false);
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}
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public override void UpdateState(MoveStateManager mSM){
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if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(GameManager.GM.bindableActions["slideKey"]))){
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mSM.SwitchState(mSM.CrouchState);
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}
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else if((Input.GetAxis("Vertical") == 0.0f && Input.GetAxis("Horizontal") == 0.0f)){
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mSM.SwitchState(mSM.CrouchState);
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}
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//If falling stop sliding and go to wasd states
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if(mSM.aSM.currentState == mSM.aSM.FallingState){
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//Determine which state to go into based on player speed
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if(mSM.calculatedCurVel < mSM.walkLimit){
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mSM.SwitchState(mSM.WalkState);
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}
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else if(mSM.calculatedCurVel < mSM.runLimit){
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mSM.SwitchState(mSM.JogState);
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}
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else{
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mSM.SwitchState(mSM.RunState);
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}
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}
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}
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public override void FixedUpdateState(MoveStateManager mSM){
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mSM.CrouchMovement();
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}
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}
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