TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/Offense/OffenseCooldownState.cs
2022-02-16 00:13:12 -06:00

37 lines
1.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseCooldownState : OffenseBaseState
{
bool cooldown = false;
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
cooldown = false;
oSM.StartCoroutine(kickCooldown());
}
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
if(cooldown && (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.aSM.currentState == oSM.aSM.GrappleGroundedState)){
oSM.SwitchState(oSM.IncapacitatedState);
}
else if(cooldown){
oSM.SwitchState(oSM.NoneState);
}
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
private IEnumerator kickCooldown(){
yield return new WaitForSeconds(.5f);
cooldown = true;
}
}