Ejemplo n.º 1
0
 // Start is called before the first frame update
 void Start()
 {
     lockOnList         = new List <GameObject>();
     walkState          = new PlayerWalkState(this.gameObject, this, keyconfig, arm, gun);
     standState         = new PlayerStandState(this.gameObject, this, keyconfig, arm, gun);
     rollState          = new PlayerRollState(this.gameObject, this, keyconfig);
     rollState.particle = dustParticle;
     hitboxes           = GetComponentsInChildren <Collider2D>();
     Initialize(startState: standState);
 }
Ejemplo n.º 2
0
    private void UpdateGround()
    {
        Vector3 colSize        = model.GetComponent <BoxCollider>().size;
        bool    touchingGround = Physics.CheckBox(groundTransform.position, new Vector3(colSize.x / 2, groundHeight / 2, colSize.z / 2), transform.rotation, groundLayers);

        switch (moveState)
        {
        case PlayerMoveState.JUMP:
            if (rb.velocity.y < 0)
            {
                moveState = PlayerMoveState.FALLING;
            }
            break;

        case PlayerMoveState.FALLING:
            if (touchingGround || rb.velocity.y >= 0)
            {
                moveState = PlayerMoveState.IDLE;
            }
            break;

        default:
            if (!touchingGround)
            {
                moveState = PlayerMoveState.FALLING;
            }
            break;
        }

        switch (standState)
        {
        case PlayerStandState.GROUND:
            if (!touchingGround)
            {
                standState = PlayerStandState.AIR;
            }
            break;

        case PlayerStandState.AIR:
            if (touchingGround)
            {
                standState = PlayerStandState.GROUND;
            }
            break;
        }
    }
Ejemplo n.º 3
0
    private PlayerState GetState(PlayerStateEnum _pse, params object[] _args)
    {
        PlayerState _ret = null;

        switch (_pse)
        {
        case PlayerStateEnum.Stand:
            _ret = new PlayerStandState(gameObject);
            _ret.Reset();
            break;

        case PlayerStateEnum.Walk:
            Vector2         _walkDir = (Vector2)_args[0];
            PlayerWalkState _pws     = new PlayerWalkState(gameObject);
            _pws.Dir = _walkDir;
            _ret     = _pws;
            break;

        case PlayerStateEnum.Run:
            Vector2        _runDir = (Vector2)_args[0];
            PlayerRunState _prs    = new PlayerRunState(gameObject);
            _prs.Dir = _runDir;
            _ret     = _prs;
            break;

        default:
            break;
        }
        if (_ret == null)
        {
            MyLogger.Error("RoleControl", "{0} state don't have a creator!", _pse);
            return(_ret);
        }
        else
        {
            return(_ret);
        }
    }