TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Kick&Punch/OffenseKickState.cs
2022-04-27 18:49:42 -05:00

59 lines
2.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseKickState : OffenseBaseState
{
float legRotation = 0; // angle for leg rotation
bool kicked = false; // whether they have kicked or not
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
oSM.leg.SetActive(true); // activate leg
kicked = false; // haven't kicked
oSM.animator.SetBool("IsKickingIdle", true);
//start kicking routine
oSM.StartCoroutine(kicking(.833f));
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
legRotation = 0; // reset leg angle
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
oSM.leg.SetActive(false); // reset leg angle
oSM.animator.SetBool("IsKickingIdle", false);
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then cooldown
if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState)){
oSM.SwitchState(oSM.CooldownState);
}
//if kicked then cooldown
if(kicked){
oSM.SwitchState(oSM.CooldownState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
//if leg isn't fully extended rotate it
if(legRotation > -90){
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
legRotation -= 20;
}
else{
legRotation = -90;
}
}
//kicking timer
private IEnumerator kicking(float waitTime){
yield return new WaitForSeconds(waitTime);
kicked = true;
}
}