TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugAerialState/DebugAerial/dAerialFallingState.cs
2022-04-27 18:54:24 -05:00

64 lines
3.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class dAerialFallingState : dAerialBaseState
{
bool shouldGlide;
public override void EnterState(dAerialStateManager aSM, dAerialBaseState previousState){
if(previousState == aSM.JumpingState && aSM.jumpHeld){
shouldGlide = true;
}
else{
shouldGlide = false;
}
aSM.GetComponent<Animator>().SetBool("isFalling", true);
}
public override void ExitState(dAerialStateManager aSM, dAerialBaseState nextState){
aSM.GetComponent<Animator>().SetBool("isFalling", false);
}
public override void UpdateState(dAerialStateManager aSM){
//if Grav Vel > 0 then jumping
if((Input.GetButton("Jump") && aSM.jumpPressed) && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
Debug.Log("Going to Jump From Fall");
aSM.SwitchState(aSM.JumpingState);
}
//if jump has been pressed and has glider and is in a state that allows it glide
else if((Input.GetButton("Jump") && (shouldGlide || (aSM.curJumpNum == aSM.pStats.JumpNum))) && aSM.pStats.HasGlider && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState) && !aSM.pStats.IsPaused){
Debug.Log("Going to Glide From Fall");
aSM.SwitchState(aSM.GlidingState);
}
//if is grounded then grounded
else if(aSM.isGrounded){
aSM.SwitchState(aSM.GroundedState);
}
//if is wallrunning ands is in a state that allows it wallrun
else if(aSM.isWallRunning && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.WallRunState);
}
//if grapple is possible and in state that allows it grapple air
else if(aSM.CheckGrapple() && (aSM.mSM.currentState != aSM.mSM.SlideState && aSM.mSM.currentState != aSM.mSM.CrouchState && aSM.mSM.currentState != aSM.mSM.CrouchWalkState && aSM.mSM.currentState != aSM.mSM.RagdollState && aSM.mSM.currentState != aSM.mSM.RecoveringState)){
aSM.SwitchState(aSM.GrappleAirState);
}
}
public override void FixedUpdateState(dAerialStateManager aSM){
//Default gravity calculation
aSM.GravityCalculation(aSM.pStats.PlayerGrav);
//if grapple released apply release force
if(aSM.pStats.HasGrapple){
aSM.GrappleReleaseForce();
}
}
}