TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/OffenseState/Offense/OffenseNoneState.cs

38 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseNoneState : OffenseBaseState
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
//if incapacitated then incapacitated
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.IncapacitatedState);
}
//if grounded then grounded kick states
else if(oSM.aSM.currentState == oSM.aSM.GroundedState && (Input.GetKeyDown(GameManager.GM.bindableActions["kickKey"]) || Input.GetKeyDown(KeyCode.JoystickButton2)) && !oSM.pStats.IsPaused){
//Regular Kick
oSM.SwitchState(oSM.KickState);
}
//if in the air
else if((Input.GetKeyDown(KeyCode.F) || Input.GetKeyDown(KeyCode.JoystickButton2) && !oSM.pStats.IsPaused)){
oSM.SwitchState(oSM.AirKickState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}