public RangeAttackState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine) { _animator = data.Animator; _target = data.Player; _spawnPoint = data.ArrowSpawnPoint; _projectileSpawner = new ProjectileSpawner(data.ArrowPrefab.name, 0f); }
public MeleeAttackState(FinitStateMachine stateMachine, Transform target, Transform castPoint, Transform spawnPoint) : base(stateMachine) { _target = target; _castPoint = castPoint; _spawnPoint = spawnPoint; _projectileSpawner = new ProjectileSpawner("PushableProjectile", 0f); }
public MeleeAttackState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine) { _animator = data.Animator; _target = data.Player; _damage = data.DamageItem; _attackDistance = data.AttackDistance; }
public CooldownState(FinitStateMachine stateMachine, BaseState nextState, float baseValue, float shiftValue = 0f) : base(stateMachine) { _baseValue = baseValue; _shiftValue = shiftValue; _nextState = nextState; }
public DestroyShieldState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine) { _animator = data.Animator; _damage = data.DamageItem; _attackCooldown = new WaitForSeconds(data.CooldownTime); _data = data; }
public BaseIdleDetectionsState(FinitStateMachine stateMachine, Transform owner, Transform target, float radius) : base(stateMachine) { _owner = owner; _target = target; _detectionRadius = radius; }
public SingleProjectileCaseState(FinitStateMachine stateMachine, Transform target, Transform spawnPoint) : base(stateMachine) { _target = target; _spawnPoint = spawnPoint; _projectileSpawner = new ProjectileSpawner("MavkaSingleProjectile", 0f); }
public PatrolState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine) { _locomotionController = data.LocomotionController; _wayPoints = data.WayPoints; _player = data.Player.transform; _owner = data.Transform; _detectionDistance = data.DetectionDistance; }
public ChasingState(FinitStateMachine stateMachine, SkeletonData data, IState attackState) : base(stateMachine) { _target = data.Player.transform; _transform = data.Transform; _attackDistance = data.AttackDistance; _npcLocomotionController = data.LocomotionController; _attackState = attackState; }
private void InitMeleeStateMachine() { _meleeStateMachine = new FinitStateMachine(); MeleeIdleDetectionState idleState = new MeleeIdleDetectionState (_meleeStateMachine, transform, player.transform, GameSettings.Instance.MeleeDetectionRadius); MeleeAttackState attackState = new MeleeAttackState(_meleeStateMachine, player.transform, _meleeCastPoint, _meleeSpawnPoint); CooldownState cooldownState = new CooldownState (_meleeStateMachine, idleState, GameSettings.Instance.MeleeCooldownBase, GameSettings.Instance.MeleeCooldownShift); _meleeStateMachine.AddStates(idleState, attackState, cooldownState); }
private void InitRangeStateMachine() { _rangeStateMachine = new FinitStateMachine(); RangeIdleDetectionState idleState = new RangeIdleDetectionState (_rangeStateMachine, transform, player.transform, GameSettings.Instance.RangeDetectionRadius); SingleProjectileCaseState singleCastState = new SingleProjectileCaseState(_rangeStateMachine, player.transform, _singleProjectileSpawnPoint); SeveralProjectilesCastState severalCastState = new SeveralProjectilesCastState(_rangeStateMachine, player.transform, _severalProjectileSpawnPoints); AttackState attackState = new AttackState(_rangeStateMachine, singleCastState, severalCastState); CooldownState cooldownState = new CooldownState( _rangeStateMachine, idleState, GameSettings.Instance.RangeCooldownBase, GameSettings.Instance.RangeCooldownShift); _rangeStateMachine.AddStates(idleState, singleCastState, severalCastState, attackState, cooldownState); }
protected override void InitStateMachine() { _stateMachine = new FinitStateMachine(); BaseState idleState = null; if (data.WayPoints != null && data.WayPoints.Length > 1) { idleState = new PatrolState(_stateMachine, data); } else { idleState = new IdleDetectionState(_stateMachine, data); } var attackState = new RangeAttackState(_stateMachine, data); var chasingState = new ChasingState(_stateMachine, data, attackState); var cooldownState = new ChasingCooldownState(_stateMachine, data, attackState); var takeDamageState = new TakeDamageState(_stateMachine, data, chasingState); _stateMachine.AddStates(idleState, chasingState, attackState, cooldownState, takeDamageState); }
public MeleeIdleDetectionState(FinitStateMachine stateMachine, Transform owner, Transform target, float radius) : base(stateMachine, owner, target, radius) { }
public ModularBuildingSystem(MonoBehaviour Mono) { Statemachine = new FinitStateMachine <ModularBuildingSystem> (); Statemachine.changeState(new ModularSpectate(), this); this.Mono = Mono; }
public TakeDamageState(FinitStateMachine stateMachine, SkeletonData data, IState next) : base(stateMachine) { _locomotionController = data.LocomotionController; _animator = data.Animator; _next = next; }
public IdleDetectionState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine, data.Transform, data.Player.transform, data.DetectionDistance) { }
public BaseCastState(FinitStateMachine stateMachine) : base(stateMachine) { }
public AttackState(FinitStateMachine stateMachine , params BaseCastState[] castingStates) : base(stateMachine) { _castintStates = castingStates; }
public SeveralProjectilesCastState(FinitStateMachine stateMachine, Transform target, params Transform[] spawnPoints) : base(stateMachine) { _projectileSpawner = new ProjectileSpawner("MavkaSeveralProjectile", 0f); _spawnPoints = spawnPoints; _target = target; }
public ChasingCooldownState(FinitStateMachine stateMachine, SkeletonData data, IState attackState) : base(stateMachine, data, attackState) { _baseCooldown = data.CooldownTime; }