mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
97 lines
3.6 KiB
C#
97 lines
3.6 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class MoveSlideState : MoveBaseState
|
|
{
|
|
//Slide Variables
|
|
RaycastHit slideRay; // slide raycast
|
|
|
|
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
|
|
|
//Rotate player and adjust height and adjust traction
|
|
mSM.pStats.CurVel = 0;
|
|
mSM.moveController.height *= .5f;
|
|
mSM.pStats.CurTraction = 0.01f;
|
|
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y - mSM.moveController.height * .5f,0);
|
|
//mSM.moveController.Move(new Vector3(0,-0.1f,0));
|
|
mSM.GetComponent<Animator>().SetBool("isSliding", true);
|
|
}
|
|
|
|
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
|
|
|
//if next state isn't crouch then revert player rotation, height, and traction
|
|
if(nextState != mSM.CrouchState){
|
|
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
|
|
mSM.pStats.CurVel = mSM.calculatedCurVel;
|
|
mSM.pStats.CurTraction = mSM.pStats.Traction;
|
|
mSM.moveController.height *= 2.0f;
|
|
mSM.moveController.center = new Vector3(0,mSM.moveController.center.y + mSM.moveController.height * .25f,0);
|
|
}
|
|
|
|
//if state is crouch revert traction
|
|
else{
|
|
mSM.pStats.CurTraction = mSM.pStats.Traction;
|
|
}
|
|
mSM.GetComponent<Animator>().SetBool("isSliding", false);
|
|
}
|
|
|
|
public override void UpdateState(MoveStateManager mSM){
|
|
|
|
//if player comes to a stop while sliding they crouch
|
|
if(mSM.calculatedCurVel < mSM.idleLimit){
|
|
mSM.SwitchState(mSM.CrouchState);
|
|
}
|
|
|
|
//steadily increase traction
|
|
mSM.pStats.CurTraction += .004f;
|
|
|
|
//If player isn't pressing either Q or the joystick button they stop sliding if nothing is above them
|
|
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(GameManager.GM.bindableActions["slideKey"]))){
|
|
if ((Physics.Raycast(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up, out slideRay, 2f, mSM.layerMask) == false)){
|
|
|
|
//Determine which state to go into based on player speed
|
|
if(mSM.calculatedCurVel < mSM.walkLimit){
|
|
mSM.SwitchState(mSM.WalkState);
|
|
}
|
|
else if(mSM.calculatedCurVel < mSM.runLimit){
|
|
mSM.SwitchState(mSM.JogState);
|
|
}
|
|
else{
|
|
mSM.SwitchState(mSM.RunState);
|
|
}
|
|
}
|
|
else{
|
|
Debug.Log(slideRay.collider.name);
|
|
}
|
|
|
|
}
|
|
|
|
//Debug.DrawRay(mSM.gameObject.transform.position + new Vector3(0,1f,0), Vector3.up * 2f, Color.red);
|
|
|
|
//If falling stop sliding and go to wasd states
|
|
if(mSM.aSM.currentState == mSM.aSM.FallingState){
|
|
//Determine which state to go into based on player speed
|
|
if(mSM.calculatedCurVel < mSM.walkLimit){
|
|
mSM.SwitchState(mSM.WalkState);
|
|
}
|
|
else if(mSM.calculatedCurVel < mSM.runLimit){
|
|
mSM.SwitchState(mSM.JogState);
|
|
}
|
|
else{
|
|
mSM.SwitchState(mSM.RunState);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
public override void FixedUpdateState(MoveStateManager mSM){
|
|
|
|
//counter rotates player so they don't rotate when camera is turned
|
|
mSM.transform.Rotate(Vector3.up * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
|
|
|
|
//actual slide movement
|
|
mSM.SlideMovement();
|
|
}
|
|
}
|