TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialGlidingState.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

46 lines
1.4 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialGlidingState : AerialBaseState
{
float tempTraction;
public override void EnterState(AerialStateManager aSM, AerialBaseState previousState){
Debug.Log("Gliding State");
tempTraction = aSM.pStats.Traction;
aSM.pStats.Traction = 1.0f;
}
public override void ExitState(AerialStateManager aSM, AerialBaseState nextState){
aSM.pStats.Traction = tempTraction;
}
public override void UpdateState(AerialStateManager aSM){
if(!Input.GetButton("Jump")){
aSM.SwitchState(aSM.FallingState);
}
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(9);
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}