TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/AerialState/Aerial/AerialJumpingState.cs
2022-04-27 00:37:38 -05:00

50 lines
1.8 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialJumpingState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
}
public override void UpdateState(AerialStateManager 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 wallrunning ands is in a state that allows it wallrun
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
//default gravity calculations
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple release then apply grapple release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}