mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-03-22 09:44:15 -05:00
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
public class MoveIdleState : MoveBaseState
|
|
{
|
|
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
|
|
mSM.GetComponent<Animator>().SetBool("isIdle", true);
|
|
//Debug.Log("Entered Idle");
|
|
}
|
|
|
|
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
|
|
mSM.GetComponent<Animator>().SetBool("isIdle", false);
|
|
//Debug.Log("Exited Idle");
|
|
}
|
|
|
|
public override void UpdateState(MoveStateManager mSM){
|
|
|
|
//Move to Walk State after speed increases
|
|
if(mSM.calculatedCurVel >= mSM.idleLimit){
|
|
mSM.SwitchState(mSM.WalkState);
|
|
}
|
|
|
|
//If Q or joystick button1 crouch state
|
|
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKeyDown(GameManager.GM.bindableActions["slideKey"])) && (mSM.aSM.currentState != mSM.aSM.GrappleAirState && mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.GlidingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
|
|
mSM.SwitchState(mSM.CrouchState);
|
|
}
|
|
}
|
|
|
|
public override void FixedUpdateState(MoveStateManager mSM){
|
|
|
|
//actual directional movement
|
|
mSM.DirectionalMovement();
|
|
}
|
|
}
|