TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialJumpingState.cs
2022-02-18 13:56:10 -06:00

50 lines
1.3 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialJumpingState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
}
public override void UpdateState(dAerialStateManager aSM){
//if grav vel < 0 falling
if(aSM.pStats.GravVel < 0 || aSM.mSM.currentState == aSM.mSM.RagdollState){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wall running and in a state that allows it wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in a state that allows it grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//default gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple release then apply grapple release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}