TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/WASD/MoveRunState.cs
2022-03-07 14:10:49 -06:00

35 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveRunState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isRunning", true);
Debug.Log("Entered Run");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isRunning", false);
Debug.Log("Exit Run");
}
public override void UpdateState(MoveStateManager 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.aSM.currentState != mSM.aSM.GrappleGroundedState) && !mSM.pStats.IsPaused){
mSM.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
//actual direction movement
mSM.DirectionalMovement();
}
}