TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/Slide/MoveSlideState.cs
2022-02-16 00:18:44 -06:00

89 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveSlideState : MoveBaseState
{
//Slide Variables
float originalTraction; // Traction before slide started
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Slide State");
//Initialize Important Stats On state enter
mSM.pStats.CurVel = 0;
originalTraction = mSM.pStats.Traction;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.eulerAngles.x - 90, mSM.transform.eulerAngles.y, mSM.transform.eulerAngles.z);
mSM.moveController.height *= .5f;
mSM.pStats.Traction = 0.01f;
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
if(nextState != mSM.CrouchState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.pStats.Traction = originalTraction;
mSM.moveController.height *= 2.0f;
}
else{
mSM.pStats.Traction = originalTraction;
}
}
public override void UpdateState(MoveStateManager mSM){
//if player comes to a stop while sliding they crouch
if(mSM.calculatedCurVel < mSM.idleLimit){
mSM.SwitchState(mSM.CrouchState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
mSM.pStats.Traction += .004f;
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
mSM.SwitchState(mSM.JogState);
}
else{
mSM.SwitchState(mSM.RunState);
}
}
else{
Debug.Log("Object above you");
}
}
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
//Determine which state to go into based on player speed
if(mSM.calculatedCurVel < mSM.walkLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.WalkState);
}
else if(mSM.calculatedCurVel < mSM.runLimit){
SlideToMoveState(mSM);
mSM.SwitchState(mSM.JogState);
}
else{
SlideToMoveState(mSM);
mSM.SwitchState(mSM.RunState);
}
}
*/
mSM.SlideMovement();
}
}