SHADE_Y3/Assets/Scripts/Gameplay/Player/PlayerStates/UT_PlayerWalkState.cs

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using SHADE;
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using SHADE_Scripting.Audio;
using System;
public class PlayerWalkState : BaseState
{
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private float timer;
private float delay = 0.4f;
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private bool left = true;
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public PlayerWalkState(StateMachine stateMachine) : base(stateMachine)
{
stateName = "Walk State";
}
public override void OnEnter()
{
//Debug.Log("WALK ENTER");
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timer = delay;
machine.GetScript<PlayerController>().Leftsmoke.EmissionCount = machine.GetScript<PlayerController>().smokeCount;
machine.GetScript<PlayerController>().Rightsmoke.EmissionCount = machine.GetScript<PlayerController>().smokeCount;
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machine.GetScript<PlayerController>().playLandedAnimation = false;
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if (PlayerAnimations.Instance)
{
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if (!machine.GetScript<PlayerController>().holdItem)
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{
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PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
}
else if (machine.GetScript<PlayerController>().holdItem)
{
PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
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}
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else
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{
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Debug.LogError("Missing playercontroller in walk state");
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}
}
}
public override void update()
{
//Debug.Log("WALKING");
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timer += Time.DeltaTimeF;
if (timer > delay)
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{
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if (left)
{
if (machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y > 0.0f)
machine.GetScript<PlayerController>().Leftsmoke.AngularOffsets = new Vector2(machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y - (MathF.PI * 1.5f), machine.GetScript<PlayerController>().Leftsmoke.AngularOffsets.y);
else
machine.GetScript<PlayerController>().Leftsmoke.AngularOffsets = new Vector2(machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y + (MathF.PI * 0.5f), machine.GetScript<PlayerController>().Leftsmoke.AngularOffsets.y);
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machine.GetScript<PlayerController>().Leftsmoke.Emit();
left = false;
}
else
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{
if (machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y > 0.0f)
machine.GetScript<PlayerController>().Rightsmoke.AngularOffsets = new Vector2(machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y - (MathF.PI * 1.5f), machine.GetScript<PlayerController>().Rightsmoke.AngularOffsets.y);
else
machine.GetScript<PlayerController>().Rightsmoke.AngularOffsets = new Vector2(machine.GetScript<PlayerController>().tranform.LocalEulerAngles.y + (MathF.PI * 0.5f), machine.GetScript<PlayerController>().Rightsmoke.AngularOffsets.y);
machine.GetScript<PlayerController>().Rightsmoke.Emit();
left = true;
}
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AudioHandler.audioClipHandlers["footsteps"].Play();
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timer = 0;
}
}
public override void fixedUpdate()
{
//Debug.Log("FIXED WALKING");
}
public override void OnExit()
{
//Debug.Log("WALK EXIT");
}
public override void onTriggerEnter(CollisionInfo info)
{
//Debug.Log("TRIGGER");
}
}