Example #1
0
    protected virtual void CheckState()
    {
        // prevents the state from changing
        if (!m_lockState)
        {
            m_data.m_anim.SetBool("KOd", m_data.m_squished);

            if (m_data.m_squished)
            {
                m_newState = E_PLAYER_STATES.KO;
            }

            if (m_newState != E_PLAYER_STATES.NULL && m_newState != m_currentState && m_states2D[(int)m_newState])
            {
                // tells the old state is is being left and the new state is being entered
                GetCurrentState().Exit();
                m_states2D[(int)m_newState].Enter();

                // shows the state transition that took place
                Debug.Log(m_currentState + " -> " + m_newState);

                // sets the new state to be used
                m_currentState = m_newState;
            }
        }
    }
Example #2
0
    public void FixedCycle()
    {
        m_newState = GetCurrentState().PhysCycle(m_inputs);
        CheckState();

        for (int z = 0; z < 4; z++)
        {
            m_data.m_contacts[z]             = false;
            m_data.m_InteractableContacts[z] = false;
        }
    }
Example #3
0
    public virtual void OnCollisionStay(Collision Other)
    {
        float angle = Vector2.Angle(Other.contacts[0].normal, Vector2.up);

        E_DIRECTIONS dir = E_DIRECTIONS.TOP;

        if (Mathf.Approximately(angle, 0.0f))
        {
            dir = E_DIRECTIONS.BOTTOM;

            Rigidbody rigb = Other.gameObject.GetComponent <Rigidbody>();

            if (!rigb && gameObject.transform.parent)
            {
                rigb = gameObject.transform.parent.GetComponent <Rigidbody>();
            }

            if (rigb && Other.gameObject.tag != "Box")
            {
                //m_data.m_velocity.y += rigb.velocity.y;
                m_data.AddVelocity(0.0f, rigb.velocity.y, 0.0f);

                if (m_data.m_use3D)
                {
                    Vector3 platformVelToLocalVel = transform.InverseTransformDirection(rigb.velocity);
                    //m_data.m_velocity.x += platformVelToLocalVel.z;
                    //m_data.m_velocity.z += platformVelToLocalVel.x;
                    m_data.AddVelocity(platformVelToLocalVel.z, 0.0f, platformVelToLocalVel.x);
                }
                else
                {
                    //m_data.m_velocity.x += rigb.velocity.x;
                    //m_data.m_velocity.z += rigb.velocity.z;
                    m_data.AddVelocity(rigb.velocity.x, 0.0f, rigb.velocity.z);
                }
            }
        }
        else if (Mathf.Approximately(angle, 180.0f))
        {
            dir = E_DIRECTIONS.TOP;
        }

        m_newState = GetCurrentState().Colide(dir, Other.gameObject.tag);
        CheckState();
    }
Example #4
0
 public virtual void Cycle()
 {
     m_newState = GetCurrentState().Cycle(m_inputs);
     CheckState();
 }
Example #5
0
 void OnTriggerExit(Collider other)
 {
     m_newState = GetCurrentState().LeaveTrigger(other.gameObject.tag);
     CheckState();
 }
Example #6
0
 public virtual void OnTriggerStay(Collider other)
 {
     m_newState = GetCurrentState().InTrigger(other.gameObject.tag, m_inputs);
     CheckState();
 }
Example #7
0
 void OnCollisionExit(Collision Other)
 {
     m_newState = GetCurrentState().LeaveColision(Other.gameObject.tag);
     CheckState();
 }