TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/MovementState/WASD/MoveJogState.cs
Melbyj1125 833183d034 Finished the Movement and Aerial groups
Working on the Dash, Nitro, and offense groups now
2022-02-15 21:19:12 -06:00

37 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveJogState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
Debug.Log("Jog State");
//Debug.Log(mSM.calculatedCurVel);
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
}
public override void UpdateState(MoveStateManager mSM){
//move to run state if speed increases
if(mSM.calculatedCurVel >= mSM.runLimit){
mSM.SwitchState(mSM.RunState);
}
//move to walk if speed decreases
else if(mSM.calculatedCurVel < mSM.walkLimit){
mSM.SwitchState(mSM.WalkState);
}
//move to slide if Q or JoystickButton1
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.SwitchState(mSM.SlideState);
}
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.DirectionalMovement();
}
}