TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialGlidingState.cs
2022-05-01 00:02:51 -05:00

90 lines
3.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialGlidingState : dAerialBaseState
{
bool rotateGlider = false;
Vector3 gliderInitialPos = new Vector3(0,.0058f,-.0014f);
Vector3 gliderInitialRot = new Vector3(80,-180,0);
Vector3 gliderEndPos = new Vector3(0,.0355f,.0037f);
Vector3 gliderEndRot = new Vector3(0,-180f,0);
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
//Modify base traction
aSM.pStats.CurTraction = 1.0f;
aSM.pStats.GravVel = -1;
aSM.GetComponent<Animator>().SetBool("isGliding", true);
rotateGlider = true;
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
//return traction to normal
aSM.pStats.CurTraction = aSM.pStats.Traction;
aSM.GetComponent<Animator>().SetBool("isGliding", false);
aSM.glider.transform.localPosition = gliderInitialPos;
aSM.glider.transform.localEulerAngles = gliderInitialRot;
}
public override void UpdateState(dAerialStateManager aSM){
if(rotateGlider){
rotateGlider = RotateGlider(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();
}
}
private bool RotateGlider(dAerialStateManager aSM){
Debug.Log(aSM.glider.transform.localEulerAngles);
if(aSM.glider.transform.localEulerAngles.x >= 0 && aSM.glider.transform.localEulerAngles.x <= 90){
if(aSM.glider.transform.localPosition != gliderEndPos){
aSM.glider.transform.localPosition = Vector3.Lerp(aSM.glider.transform.localPosition, gliderEndPos, 20*Time.deltaTime);
}
if(aSM.glider.transform.localEulerAngles != gliderEndRot){
aSM.glider.transform.localEulerAngles = new Vector3(aSM.glider.transform.localEulerAngles.x - 30,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
}
return true;
}
else{
aSM.glider.transform.localEulerAngles = new Vector3(0,aSM.glider.transform.localEulerAngles.y,aSM.glider.transform.localEulerAngles.z);
return false;
}
}
}