TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/AerialState/Aerial/AerialFallingState.cs

32 lines
960 B
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AerialFallingState : AerialBaseState
{
public override void EnterState(AerialStateManager aSM){
Debug.Log("Falling State");
}
public override void UpdateState(AerialStateManager aSM){
if(aSM.pStats.GravVel > 0){
aSM.SwitchState(aSM.JumpingState);
}
else if(Input.GetButton("Jump") && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GlidingState);
}
if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
}
public override void FixedUpdateState(AerialStateManager aSM){
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
}
public override void OnCollisionEnter(AerialStateManager aSM){
}
}