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 = 0.5f;
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private bool holdItem;
public PlayerWalkState(StateMachine stateMachine, bool hi) : base(stateMachine)
{
stateName = "Walk State";
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holdItem = hi;
}
public override void OnEnter()
{
//Debug.Log("WALK ENTER");
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timer = delay;
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if (PlayerAnimations.Instance)
{
if (!holdItem)
{
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if (PlayerAnimations.Instance.playerWalkClip)
{
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PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
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PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerWalkClip);
}
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}
else
{
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if (PlayerAnimations.Instance.playerCarryWalkClip)
{
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PlayerAnimations.Instance.playerAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
PlayerAnimations.Instance.BagAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
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PlayerAnimations.Instance.silhoPlayerAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
PlayerAnimations.Instance.silhoBagAnimator.Play(PlayerAnimations.Instance.playerCarryWalkClip);
}
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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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{
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");
}
}