TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/MovementState/Slide/MoveCrouchState.cs

58 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCrouchState : MoveBaseState
{
//Slide Variables
RaycastHit slideRay; // slide raycast
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
if(previousState != mSM.SlideState){
//Initialize Important Stats On state enter
mSM.pStats.CurVel = 0;
mSM.gameObject.transform.eulerAngles = new Vector3(mSM.transform.localEulerAngles.x - 90, mSM.transform.localEulerAngles.y, mSM.transform.localEulerAngles.z);
mSM.moveController.height *= .5f;
}
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
if(nextState != mSM.CrouchWalkState){
mSM.gameObject.transform.localEulerAngles = new Vector3(0, 0, 0);
mSM.pStats.CurVel = mSM.calculatedCurVel;
mSM.moveController.height *= 2.0f;
}
}
public override void UpdateState(MoveStateManager mSM){
}
public override void FixedUpdateState(MoveStateManager mSM){
mSM.transform.Rotate(Vector3.forward * -mSM.sensitivity * Time.deltaTime * Input.GetAxis("Mouse X"));
///////ONCE WE HAVE IT SO SLIDE DOESNT ROTATE PLAYER MOVE THIS TO UPDATE
//If player isn't pressing either Q or the joystick button they stop crouching if nothing is above them
if((!Input.GetKey(KeyCode.JoystickButton1) && !Input.GetKey(KeyCode.Q))){
if ((Physics.Raycast(mSM.gameObject.transform.position, mSM.slideUp, out slideRay, 5f) == false)){
mSM.SwitchState(mSM.IdleState);
}
else{
Debug.Log("Object above you");
}
}
/*
//If falling stop sliding and go to wasd states
if(mSM.aSM.currentState == mSM.aSM.FallingState){
ExitCrouchState(mSM);
mSM.SwitchState(mSM.IdleState);
}
*/
}
}