TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs
2022-02-28 13:42:51 -06:00

54 lines
1.5 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGlidingState : dAerialBaseState
{
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//Modify base traction
aSM.pStats.CurTraction = 1.0f;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//return traction to normal
aSM.pStats.CurTraction = aSM.pStats.Traction;
}
public override void UpdateState(dAerialStateManager aSM){
//if not holding jump fall
if(!Input.GetButton("Jump") || (aSM.mSM.currentState == aSM.mSM.RagdollState)){
aSM.SwitchState(aSM.FallingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if isWallrunning and in state that allows it wallrun
else if(aSM.isWallRunning){
aSM.SwitchState(aSM.WallRunState);
}
//if can grapple and in state that allows it grapple
else if(aSM.CheckGrapple()){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//modified gravity calculation to fall slower
aSM.GravityCalculation(9);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}