TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs

35 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dMoveRunState : dMoveBaseState
{
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isRunning", true);
//Debug.Log("Entered Run");
}
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isRunning", false);
//Debug.Log("Exit Run");
}
public override void UpdateState(dMoveStateManager mSM){
//move to Jog if speed decreases
if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
//move to slide if Q or JoystickButton1
else if((Input.GetKey(KeyCode.JoystickButton1) || Input.GetKey(KeyCode.Q)) && (mSM.aSM.currentState != mSM.aSM.FallingState && mSM.aSM.currentState != mSM.aSM.WallRunState && mSM.aSM.currentState != mSM.aSM.WallIdleState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(dMoveStateManager mSM){
//actual direction movement
mSM.DirectionalMovement();
}
}