Beispiel #1
0
        protected override StateMachineTransition <CharacterChoiceStates> Transition(Entity entity, CharacterChoiceStateMachineComponent stateMachine)
        {
            var input = entity.getComponent <PlayerInputComponent>();
            var state = stateMachine.State;

            if (state.StateEnum == CharacterChoiceStates.Idle && Math.Abs(input.MovementStick.X) > CharacterChoiceState.MOVEMENT_THRESHOLD)
            {
                if (input.MovementStick.X > 0)
                {
                    Console.WriteLine($"rotating right!");
                    return(StateMachineTransition <CharacterChoiceStates> .Replace(CharacterChoiceStates.RotatingRight));
                }
                else
                {
                    Console.WriteLine($"rotating left!");
                    return(StateMachineTransition <CharacterChoiceStates> .Replace(CharacterChoiceStates.RotatingLeft));
                }
            }
            else if (state.StateEnum == CharacterChoiceStates.RotatingLeft || state.StateEnum == CharacterChoiceStates.RotatingRight)
            {
                if (Time.time - state.LastRotatedTime > CharacterChoiceState.ROTATION_TIME)
                {
                    Console.WriteLine($"done rotating!! back to idle");
                    return(StateMachineTransition <CharacterChoiceStates> .Replace(CharacterChoiceStates.Idle)); // back into idle
                }
            }
            return(StateMachineTransition <CharacterChoiceStates> .None());
        }
Beispiel #2
0
        protected override StateMachineTransition <PracticeGameStates> Transition(Entity entity, PracticeGameStateComponent stateMachine)
        {
            return(StateMachineTransition <PracticeGameStates> .None());

            // TODO ADD CHECKS FOR WHEN ALL PLAYERS JOINED
            // AND FOR WHEN ALL PLAYERS ARE ON ZONES OR NOT
        }
        protected override StateMachineTransition <GameStates> Transition(Entity entity, GameStateComponent stateMachine)
        {
            var state          = stateMachine.State;
            var gameStateTimer = entity.getComponent <TimerComponent>();

            switch (state.StateEnum)
            {
            case GameStates.Ready:
                return(StateMachineTransition <GameStates> .Replace(GameStates.Service));

            case GameStates.Service:
                var ballVelocity = state.Ball.getComponent <VelocityComponent>();
                var ballState    = state.Ball.getComponent <BallStateComponent>();
                if (!ballVelocity.Freeze)
                {
                    ballVelocity.Velocity = ballVelocity.Velocity / ballState.HitBoost;
                    ballState.HitBoost    = 1.0f;
                    return(StateMachineTransition <GameStates> .Replace(GameStates.Play));
                }
                break;

            case GameStates.Play:
                var knockedOutTeam = isOneTeamKnockedOut(state.Players);
                switch (knockedOutTeam)
                {
                case Gameplay.Side.LEFT:
                    return(StateMachineTransition <GameStates> .Replace(GameStates.PointScoredRight));

                case Gameplay.Side.RIGHT:
                    return(StateMachineTransition <GameStates> .Replace(GameStates.PointScoredLeft));

                case Gameplay.Side.NONE:
                    break;

                default:
                    throw new ArgumentOutOfRangeException();
                }
                break;

            case GameStates.PointScoredRight:
            case GameStates.PointScoredLeft:
                if (gameStateTimer.Finished)
                {
                    return(StateMachineTransition <GameStates> .Replace(GameStates.Service));
                }
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            return(StateMachineTransition <GameStates> .None());
        }
Beispiel #4
0
        protected override StateMachineTransition <WizardStates> Transition(Entity entity, WizardStateMachineComponent stateMachine)
        {
            var input       = entity.getComponent <PlayerInputComponent>();
            var events      = entity.getComponent <EventComponent>();
            var wizardState = stateMachine.State;
            var playerState = entity.getComponent <PlayerStateComponent>();

            if (wizardState.StateEnum != WizardStates.KO && wizardState.StateEnum != WizardStates.Eliminated && playerState.IsKilled)
            {
                return(StateMachineTransition <WizardStates> .Replace(WizardStates.KO));
            }

            switch (wizardState.StateEnum)
            {
            case WizardStates.Idle:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.ChargeHeavy));
                }
                else if (input.DashPressed && wizardState.GlideCooldown >= WizardState.GLIDE_COOLDOWN)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.PreGlide));
                }
                else if (input.MovementStick.LengthSquared() > PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Walk));
                }
                break;

            case WizardStates.Walk:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.ChargeHeavy));
                }
                else if (input.DashPressed && wizardState.GlideCooldown >= WizardState.GLIDE_COOLDOWN)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.PreGlide));
                }
                else if (input.MovementStick.LengthSquared() < PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Idle));
                }
                break;

            case WizardStates.Charge:
                if (!input.AttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Attack));
                }
                break;

            case WizardStates.ChargeHeavy:
                if (!input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.AttackHeavy));
                }
                break;

            case WizardStates.AttackHeavy:
            case WizardStates.Attack:
                playerState.SwingFinished = events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_SWING_END);
                if (playerState.SwingFinished)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Idle));
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_START))
                {
                    playerState.HitActive = true;
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_END))
                {
                    playerState.HitActive = false;
                }
                break;

            case WizardStates.PreGlide:
                if (wizardState.GlideTime >= WizardState.GLIDE_DELAY)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Glide));
                }
                break;

            case WizardStates.Glide:
                if (input.AttackPressed)
                {
                    wizardState.GlideTime = 10000;     // kill the glide so it pops back to glide -> instantly to ilde
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    wizardState.LastGlideTime = wizardState.GlideTime;
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.ChargeHeavy));
                }
                else if (wizardState.GlideTime >= WizardState.MAX_GLIDE_TIME)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Idle));
                }

                break;

            case WizardStates.KO:
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.KO_END))
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Eliminated));
                }
                break;

            case WizardStates.Eliminated:
                if (!playerState.IsKilled)
                {
                    return(StateMachineTransition <WizardStates> .Replace(WizardStates.Idle));
                }
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            return(StateMachineTransition <WizardStates> .None());
        }
Beispiel #5
0
        protected override StateMachineTransition <SpacemanStates> Transition(Entity entity, SpacemanStateMachineComponent stateMachine)
        {
            var input         = entity.getComponent <PlayerInputComponent>();
            var events        = entity.getComponent <EventComponent>();
            var playerState   = entity.getComponent <PlayerStateComponent>();
            var spacemanState = stateMachine.State;

            if (spacemanState.StateEnum != SpacemanStates.KO && spacemanState.StateEnum != SpacemanStates.Eliminated && playerState.IsKilled)
            {
                return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.KO));
            }

            switch (spacemanState.StateEnum)
            {
            case SpacemanStates.Idle:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <SpacemanStates> .Push(SpacemanStates.Attack));
                }
                else if (input.HeavyAttackPressed && spacemanState.ShieldCooldown >= SpacemanState.SHIELD_COOLDOWN)
                {
                    return(StateMachineTransition <SpacemanStates> .Push(SpacemanStates.Shield));
                }
                else if (input.MovementStick.LengthSquared() > PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.Walk));
                }
                break;

            case SpacemanStates.Walk:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <SpacemanStates> .Push(SpacemanStates.Attack));
                }
                else if (input.HeavyAttackPressed && spacemanState.ShieldCooldown >= SpacemanState.SHIELD_COOLDOWN)
                {
                    return(StateMachineTransition <SpacemanStates> .Push(SpacemanStates.Shield));
                }
                else if (input.MovementStick.LengthSquared() < PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.Idle));
                }
                break;

            case SpacemanStates.Attack:
                playerState.SwingFinished = events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_SWING_END);
                if (playerState.SwingFinished)
                {
                    return(StateMachineTransition <SpacemanStates> .Pop());
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_START))
                {
                    playerState.HitActive = true;
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_END))
                {
                    playerState.HitActive = false;
                }
                break;

            case SpacemanStates.KO:
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.KO_END) || Time.time - spacemanState.KoTime > SpacemanState.KO_ANIM_PLACEHOLDER_LENGTH)
                {
                    return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.Eliminated));
                }
                break;

            case SpacemanStates.Eliminated:
                if (!playerState.IsKilled)
                {
                    return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.Idle));
                }
                break;

            case SpacemanStates.Shield:
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.BLOCK_END))
                {
                    return(StateMachineTransition <SpacemanStates> .Replace(SpacemanStates.Idle));
                }
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            return(StateMachineTransition <SpacemanStates> .None());
        }
        protected override StateMachineTransition <KnightStates> Transition(Entity entity, KnightStateMachineComponent stateMachine)
        {
            var input       = entity.getComponent <PlayerInputComponent>();
            var events      = entity.getComponent <EventComponent>();
            var playerState = entity.getComponent <PlayerStateComponent>();
            var knightState = stateMachine.State;

            if (knightState.StateEnum != KnightStates.KO && knightState.StateEnum != KnightStates.Eliminated && playerState.IsKilled)
            {
                return(StateMachineTransition <KnightStates> .Replace(KnightStates.KO));
            }

            switch (knightState.StateEnum)
            {
            case KnightStates.Idle:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.ChargeHeavy));
                }
                else if (input.DashPressed && knightState.SprintRemaining >= KnightState.MIN_START_SPRINT)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.Dash));
                }
                else if (input.MovementStick.LengthSquared() > PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.Walk));
                }
                break;

            case KnightStates.Walk:
                if (input.AttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.ChargeHeavy));
                }
                else if (input.DashPressed && input.DashPressed && knightState.SprintRemaining >= KnightState.MIN_START_SPRINT)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.Dash));
                }
                else if (input.MovementStick.LengthSquared() < PlayerStateComponent.DEAD_ZONE)
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.Idle));
                }
                break;

            case KnightStates.Dash:
                if (!input.DashPressed || knightState.SprintRemaining <= 0.01)
                {
                    return(StateMachineTransition <KnightStates> .Pop());
                }
                else if (input.AttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.Charge));
                }
                else if (input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Push(KnightStates.ChargeHeavy));
                }
                else if (playerState.DashFinished)
                {
                    return(StateMachineTransition <KnightStates> .Pop());
                }
                break;

            case KnightStates.Charge:
                if (!input.AttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.Swing));
                }
                break;

            case KnightStates.Swing:
                playerState.SwingFinished = events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_SWING_END);
                if (playerState.SwingFinished)
                {
                    return(StateMachineTransition <KnightStates> .Pop());
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_START))
                {
                    playerState.HitActive = true;
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_END))
                {
                    playerState.HitActive = false;
                }
                break;

            case KnightStates.KO:
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.KO_END))
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.Eliminated));
                }
                break;

            case KnightStates.Eliminated:
                if (!playerState.IsKilled)
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.Idle));
                }
                break;

            case KnightStates.ChargeHeavy:
                if (!input.HeavyAttackPressed)
                {
                    return(StateMachineTransition <KnightStates> .Replace(KnightStates.SwingHeavy));
                }
                break;

            case KnightStates.SwingHeavy:
                playerState.SwingFinished = events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_SWING_END);
                if (playerState.SwingFinished)
                {
                    return(StateMachineTransition <KnightStates> .Pop());
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_START))
                {
                    playerState.HitActive = true;
                }
                if (events.ConsumeEventAndReturnIfPresent(PlayerEvents.PLAYER_HIT_END))
                {
                    playerState.HitActive = false;
                }
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }
            return(StateMachineTransition <KnightStates> .None());
        }