Beispiel #1
0
    public void CheckIASAAir()
    {
        if (controller.BfAction == BufferedAction.ATTACK)
        {
            CheckAerial();
            SeedUp();
            controller.ClearBuffer();
            controller.EndAnim = false;
            controller.IASA    = false;
        }

        if (controller.BfAction == BufferedAction.SHIELD)
        {
            if (controller.CanWavedash(controller.jump.AirdashHeight))
            {
                DoTransition(typeof(FitState_AM_Wavedash));
                return;
            }
        }

        if (controller.BfAction == BufferedAction.JUMP)
        {
            CheckJump();
            return;
        }
    }
Beispiel #2
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.DASH_START;
        //anim = controller.anima;
        controller.FitAnima.Play("Dash");
        DeAccel = false;
        if (controller.previousState == CharacterState.PIVOT)
        {
            Init_direction = controller.x_facing;
        }
        else
        {
            Init_direction = controller.Inputter.Init_Xdirection;
        }
        controller.x_direction = Init_direction;
        controller.x_facing    = Init_direction;
        controller.Animator.CorrectColliders();
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        if (PrevVelocity > 0)
        {
            controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction;
        }
    }
Beispiel #3
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.AIRJUMP;
        //anim = controller.anima;
        FastFall  = false;
        HopWindow = false;
        HopDccel  = false;
        controller.FitAnima.Play("JumpF", 0, 0f);
        HopTimer = 2;
        controller.velocity.x = 0;
        if (controller.Inputter.x > 0.7f)
        {
            controller.x_direction = 1;
            controller.velocity.x  = controller.jump.jumpHorizontalVelocity;
        }
        else if (controller.Inputter.x < -0.7f)
        {
            controller.x_direction = -1;
            controller.velocity.x  = controller.jump.jumpHorizontalVelocity * -1;
        }

        AxisVel = 0;
        controller.velocity.y = controller.jump.doubleJumpVelocity;
        controller.ClearBuffer();
        controller.C_Drag = controller.jump.AirDrag;
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller        = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state  = CharacterState.FALLING;
        controller.C_Drag = controller.jump.AirDrag;
        if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP)
        {
            controller.velocity.x = controller.velocity.x * 0.6f;
        }

        //anim = controller.anima;
        if (!controller.Animator.fading)
        {
            controller.FitAnima.Play("Fall");
        }
        else
        {
            controller.Animator.fading = false;
        }
        controller.ClearBuffer();

        if (controller.Inputter.y <= -0.75f)
        {
            FastFall = true;
        }
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.AIRJUMP;
				//anim = controller.anima;
				FastFall = false;
				HopWindow = false;
				HopDccel = false;
				controller.FitAnima.Play ("JumpB");
				HopTimer = 4;
				controller.velocity.x = 0;
				if (controller.Inputter.x > 0.7f) {
						controller.x_direction = 1;
						controller.velocity.x = controller.jump.jumpHorizontalVelocity;
				} else if (controller.Inputter.x < -0.7f) {
						controller.x_direction = -1;
						controller.velocity.x = controller.jump.jumpHorizontalVelocity*-1;
				}

				AxisVel = 0;
				controller.velocity.y = controller.jump.doubleJumpVelocity;
				controller.ClearBuffer ();
				controller.C_Drag = controller.jump.AirDrag;
		}
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.FALLING;
				controller.C_Drag = controller.jump.AirDrag;
				if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) 
				{
						controller.velocity.x = controller.velocity.x * 0.6f;
				}

				//anim = controller.anima;
		if (!controller.Animator.fading) {
			controller.FitAnima.Play ("Fall");
		} else {
			controller.Animator.fading = false;
		}
		controller.ClearBuffer ();

				if (controller.Inputter.y <= -0.75f) {
						FastFall = true;
				}

		}
Beispiel #7
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.PRE_JUMP;
        //anim = controller.anima;
        controller.FitAnima.Play("JumpSq");
        controller.ClearBuffer();
        controller.ApplyFriction = false;
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.WAVEDASHLAND;
        //anim = controller.anima;
        controller.FitAnima.Play("WaveDashL");
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.battle.WavedashFriction;
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.AIRATTACK;
        //anim = controller.anima;
        CheckAerial();
        SeedUp();
        controller.C_Drag = controller.jump.AirDrag;
        controller.ClearBuffer();
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.RUNBRAKE;
        //anim = controller.anima;
        controller.FitAnima.Play("Brake");
        controller.ClearBuffer();
        BrakeTimer        = 2;
        controller.C_Drag = controller.movement.friction;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.WAVEDASHLAND;
				//anim = controller.anima;
				controller.FitAnima.Play ("WaveDashL");
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.C_Drag = controller.battle.WavedashFriction;
		}
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.AIRATTACK;
				//anim = controller.anima;
				CheckAerial ();
				SeedUp ();
				controller.C_Drag = controller.jump.AirDrag;
				controller.ClearBuffer ();
		}
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.RUNBRAKE;
				//anim = controller.anima;
				controller.FitAnima.Play ("Brake");
				controller.ClearBuffer ();
				BrakeTimer = 2;
				controller.C_Drag = controller.movement.friction;
		}
Beispiel #14
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.FitAnima.Play("Holding");
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.PRE_JUMP;
				//anim = controller.anima;
				controller.FitAnima.Play ("JumpSq");
				controller.ClearBuffer ();
				controller.ApplyFriction = false;

		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.FitAnima.Play ("Holding");
				
		}
Beispiel #17
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.LANDING;
        //anim = controller.anima;
        controller.FitAnima.Play("Land");
        controller.velocity.y   = 0;
        controller.kbvelocity.y = 0;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.movement.friction;
    }
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.LANDING;
				//anim = controller.anima;
				controller.FitAnima.Play ("Land");
				controller.velocity.y = 0;
				controller.kbvelocity.y = 0;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.C_Drag = controller.movement.friction;
		}
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.WALKING;
        //anim = controller.anima;
        controller.FitAnima.Play("Walk");
        Init_direction      = controller.Inputter.Init_Xdirection;
        controller.x_facing = Init_direction;
        controller.Animator.CorrectColliders();
        controller.ClearBuffer();
        controller.ApplyFriction = false;
    }
Beispiel #20
0
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.TUMBLE;
        controller.ClearBuffer();
        controller.EndAnim               = false;
        controller.IASA                  = true;
        controller.ApplyFriction         = false;
        controller.Animator.AnimateSpine = true;
        controller.FitAnima.Play("Tumble");
        AnimRot = 0;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.WALKING;
				//anim = controller.anima;
				controller.FitAnima.Play ("Walk");
				Init_direction = controller.Inputter.Init_Xdirection;
				controller.x_facing = Init_direction;
				controller.Animator.CorrectColliders ();
				controller.ClearBuffer ();
				controller.ApplyFriction = false;

		}
		public override void Enter()
		{
				//Check Amount of Knockback
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.TUMBLE;
				controller.ClearBuffer ();
				controller.EndAnim = false;
				controller.IASA = true;
				controller.ApplyFriction = false;
				controller.Animator.AnimateSpine = true;
				controller.FitAnima.Play ("Tumble");
				AnimRot = 0;
				

		}
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.CAUGHT;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        controller.velocity      = Vector3.zero;
        controller.kbvelocity    = Vector3.zero;
        controller.x_facing      = OppFacing * -1;
        controller.Animator.CorrectColliders();
        controller.FitAnima.Play("Caught");
        TrueOffset = new Vector3(controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z);
    }
    public void CheckIASAAir()
    {
        if (controller.BfAction == BufferedAction.ATTACK)
        {
            CheckAerial();
            SeedUp();
            controller.ClearBuffer();
            controller.EndAnim = false;
            controller.IASA    = false;
        }

        if (controller.BfAction == BufferedAction.BULLET)
        {
            object[] args = new object[3];
            args[0] = InitVel;
            args[1] = false;
            args[2] = FastFall;
            DoTransition(typeof(FitState_AM_AirBullet), args);
            return;
        }

        if (controller.BfAction == BufferedAction.SPECIAL)
        {
            if (controller.FitAnima.enabled)
            {
                DoTransition(typeof(FitState_AM_AirSpecial));
                return;
            }
        }

        if (controller.BfAction == BufferedAction.SHIELD)
        {
            if (controller.CanWavedash(controller.jump.AirdashHeight))
            {
                DoTransition(typeof(FitState_AM_Wavedash));
                return;
            }
        }

        if (controller.BfAction == BufferedAction.JUMP)
        {
            CheckJump();
            return;
        }
    }
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        controller.velocity      = Vector3.zero;
        controller.kbvelocity    = Vector3.zero;
        controller.x_facing      = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z);
        controller.Animator.CorrectColliders();
        controller.FitAnima.Play("LedgeCatch");
        LedgeAnchor = new Vector3(controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y);
        controller.transform.position = controller.LedgeGrabbed.position + LedgeAnchor;
    }
 public void ClearFlags()
 {
     controller.EndAnim        = false;
     controller.IASA           = false;
     controller.Strike.HIT     = false;
     controller.Strike.BLOCKED = false;
     controller.ClearBuffer();
     controller.ApplyFriction = true;
     if (controller.previousState == CharacterState.WAVEDASHLAND)
     {
         controller.C_Drag = controller.battle.WavedashFriction;
     }
     else
     {
         controller.C_Drag = controller.movement.friction;
     }
     SeedUp();
 }
		public override void Enter()
		{
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				DtiltRef = 41; 
				FtiltRef = 42;
				JabRef = 43; 
				CheckGroundAttack();
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
		if (controller.previousState == CharacterState.WAVEDASHLAND) {
			controller.C_Drag = controller.battle.WavedashFriction;
		} else {
			controller.C_Drag = controller.movement.friction;
		}
				SeedUp ();
		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
				controller.velocity = Vector3.zero;
				controller.kbvelocity = Vector3.zero;
				controller.x_facing = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z);
				controller.Animator.CorrectColliders ();
				controller.FitAnima.Play ("LedgeCatch");
				LedgeAnchor = new Vector3 (controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y);
				controller.transform.position =	controller.LedgeGrabbed.position + LedgeAnchor;
				
		}
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.CAUGHT;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
				controller.velocity = Vector3.zero;
				controller.kbvelocity = Vector3.zero;
				controller.x_facing = OppFacing * -1;
				controller.Animator.CorrectColliders ();
				controller.FitAnima.Play ("Caught");
				TrueOffset = new Vector3 (controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z);

				
		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.FitAnima.Play ("Grab");
				controller.FitAnima.Update (0);
		if (controller.previousState == CharacterState.WAVEDASHLAND) {
			controller.C_Drag = controller.battle.WavedashFriction;
		} else {
			controller.C_Drag = controller.movement.friction;
		}
		SeedUp ();
				
		}
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.FitAnima.Play("Grab");
        controller.FitAnima.Update(0);
        if (controller.previousState == CharacterState.WAVEDASHLAND)
        {
            controller.C_Drag = controller.battle.WavedashFriction;
        }
        else
        {
            controller.C_Drag = controller.movement.friction;
        }
        SeedUp();
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        DtiltRef = 41;
        FtiltRef = 42;
        JabRef   = 43;
        CheckGroundAttack();
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        if (controller.previousState == CharacterState.WAVEDASHLAND)
        {
            controller.C_Drag = controller.battle.WavedashFriction;
        }
        else
        {
            controller.C_Drag = controller.movement.friction;
        }
        SeedUp();
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.DASH_START;
				//anim = controller.anima;
				controller.FitAnima.Play ("Dash");
				DeAccel = false;
				if (controller.previousState == CharacterState.PIVOT) {
						Init_direction = controller.x_facing;
				} else {
						Init_direction = controller.Inputter.Init_Xdirection;
				}
				controller.x_direction = Init_direction;
				controller.x_facing = Init_direction;
				controller.Animator.CorrectColliders ();
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
		if (PrevVelocity > 0) {
			controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction;
		}

		}
    public override void Update()
    {
        controller.velocity.x = controller.movement.WalkSpeedFast * Init_direction;

        if (controller.Inputter.x > 0.05f)
        {
            controller.x_direction = 1;
        }
        else if (controller.Inputter.x < -0.05f)
        {
            controller.x_direction = -1;
        }

        if (controller.BfAction == BufferedAction.ATTACK)
        {
            controller.velocity.x = 0;
            DoTransition(typeof(FitState_AM_GroundAttack));
            return;
        }

        if (controller.BfAction == BufferedAction.SPECIAL)
        {
            DoTransition(typeof(FitState_AM_GroundSpecial));
            return;
        }

        if (controller.BfAction == BufferedAction.JUMP)
        {
            DoTransition(typeof(FitState_AM_JumpSquat));
            return;
        }
        if (controller.IsGrounded(controller.groundedLookAhead) == false)
        {
            DoTransition(typeof(FitState_AM_Fall));
            return;
        }

        if (Init_direction != controller.x_direction)
        {
            DoTransition(typeof(FitState_AM_Pivot));
        }
        if (Mathf.Abs(controller.Inputter.x) >= 0.7f && controller.Inputter.FramesXNeutral <= 2)
        {
            DoTransition(typeof(FitState_AM_InitDash));
            return;
        }
        if (Mathf.Abs(controller.Inputter.x) < 0.5f)
        {
            DoTransition(typeof(FitState_AM_WalkSlow));
            return;
        }


        if (controller.BfAction == BufferedAction.SHIELD)
        {
            DoTransition(typeof(FitState_AM_ShieldEnter));
            return;
        }

        if (Mathf.Abs(controller.Inputter.x) <= 0.05f)
        {
            controller.ClearBuffer();
            DoTransition(typeof(FitState_AM_Idle));
            return;
        }

        if (controller.Inputter.y <= -0.65f)
        {
            if (controller.Inputter.FramesYNeutral <= 5 && controller.OnPassThrough(controller.groundedLookAhead))
            {
                DoTransition(typeof(FitState_AM_Pass));
                return;
            }
            else
            {
                DoTransition(typeof(FitState_AM_Crouch));
                return;
            }
        }
    }