Example #1
0
 private void OnAttackPressed()
 {
     if (_data.AllowAttack)
     {
         _stateMachine.ChangeState(_stateMachine.WallAttackState);
     }
 }
Example #2
0
    public override void Update()
    {
        base.Update();

        // if we've changed directions
        if (_input.XInputRaw == (_movement.FacingDirection * -1) &&
            _weaponSystem.MeleeAttackState == MeleeAttackState.BeforeAttack)
        {
            // and we're still ramping up, switch directions
            _movement.Flip();
        }

        // if we've completed the attack and have attack input buffer, attack again
        else if (_attackInputBuffer && _weaponSystem.MeleeAttackState == MeleeAttackState.AfterAttack &&
                 _weaponSystem.AttackCount < _weaponData.MaxComboCount)
        {
            if (_input.YInputRaw < 0)
            {
                _stateMachine.ChangeState(_stateMachine.BounceAttackState);
                return;
            }
            else if (_weaponSystem.AttackCount == _weaponData.MaxComboCount - 1)
            {
                FinisherAttack();
            }
            else
            {
                Attack();
            }
        }
    }
    private void OnAttackPressed()
    {
        _ceilingDetector.Detect();
        if (_ceilingDetector.IsDetected)
        {
            return;
        }

        _stateMachine.ChangeState(_stateMachine.GroundAttackState);
    }
    private void _MoveLeft()
    {
        if (FSM.CurrentState != State.IDLE || inputController.IsPlayerMovingRight)
        {
            return;
        }

        Stop();
        FSM.ChangeState(State.MOVE);
    }
Example #5
0
 private void OnAttackCompleted()
 {
     if (_input.XInput != 0)
     {
         _stateMachine.ChangeState(_stateMachine.MoveState);
         return;
     }
     else
     {
         _stateMachine.ChangeState(_stateMachine.IdleState);
         return;
     }
 }
    public override void Update()
    {
        isPlayerMoving = inputController.IsPlayerMovingLeft != inputController.IsPlayerMovingRight;

        if (FSM.IsPlayerGrounded && !isPlayerMoving)
        {
            if (Mathf.Abs(currentSpeed) < 0.5f)
            {
                currentSpeed = 0f;
                Stop();
                FSM.ChangeState(State.IDLE);
            }
        }
    }
Example #7
0
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _groundDetector.Detect();
        // if we're not grounded, but began falling, go to fall state
        if (_movement.Velocity.y <= 0 && _isJumpLocked == false)
        {
            _stateMachine.ChangeState(_stateMachine.FallingState);
            return;
        }

        _movement.MoveX(_input.XInputRaw * _data.MoveSpeed, true);
    }
Example #8
0
    public override void Update()
    {
        base.Update();

        if (_input.YInputRaw < 0 && _data.AllowCrouch)
        {
            _stateMachine.ChangeState(_stateMachine.CrouchState);
            return;
        }
        else if (_input.XInputRaw == 0)
        {
            _stateMachine.ChangeState(_stateMachine.IdleState);
            return;
        }
    }
Example #9
0
 public override void Update()
 {
     base.Update();
     // if player is allowed to climb the wall, test the input and climb
     if (_data.AllowWallClimb && _input.YInputRaw > 0)
     {
         _stateMachine.ChangeState(_stateMachine.WallClimbState);
         return;
     }
     // if the player is allowed to grab the wall, test input and grab
     else if (_data.AllowWallGrab && _input.YInputRaw == 0)
     {
         _stateMachine.ChangeState(_stateMachine.WallGrabState);
         return;
     }
 }
Example #10
0
 void OnCollisionEnter2D(Collision2D coll)
 {
     if (coll.gameObject.tag.Contains("GesturePrefab"))
     {
         if (coll.contacts[0].normal.y < -0.9f)
         {
             Rigidbody2D rigid = coll.rigidbody;
             if (rigid.mass > 1.5f)
             {
                 if (!b_hasTriggered)
                 {
                     b_hasTriggered = true;
                     iTween.ScaleTo(this.gameObject, Vector3.zero, 0.75f);
                     SoundManager.SharedInstance.PlayClip("EnemyDestroy");
                     Destroy(this.gameObject, 0.8f);
                 }
             }
         }
         else
         {
             EventHandler.TriggerEvent(EEventID.EVENT_GESTURE_OBJET_DESTROY, coll.gameObject);
         }
     }
     if (coll.gameObject.tag == "Player")
     {
         PlayerFSM player = coll.gameObject.GetComponent <PlayerFSM>();
         if (player != null)
         {
             player.ChangeState(player.deadState);
         }
     }
 }
Example #11
0
 public override void Update()
 {
     base.Update();
     // if we're allowed to climb, test climb input
     if (_data.AllowWallClimb && _input.YInputRaw > 0)
     {
         _stateMachine.ChangeState(_stateMachine.WallClimbState);
         return;
     }
     // if we're inputting down, slide
     if (_data.AllowWallSlide && _input.YInputRaw < 0)
     {
         _stateMachine.ChangeState(_stateMachine.WallSlideState);
         return;
     }
 }
Example #12
0
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _aboveWallDetector.Detect();

        _movement.MoveY(_data.WallClimbVelocity);

        if (_aboveWallDetector.IsDetected == false && _data.AllowLedgeHop)
        {
            // space above wall, if wall in front of us it's an upper ledge!
            if (_wallDetector.Detect() != null)
            {
                _stateMachine.ChangeState(_stateMachine.LedgeClimbState);
                return;
            }
        }
    }
    private void OnAttackPressed()
    {
        if (!_data.AllowAttack)
        {
            return;
        }

        if (_groundDetector.IsDetected == false)
        {
            _stateMachine.ChangeState(_stateMachine.AirAttackState);
            return;
        }
        else
        {
            _stateMachine.ChangeState(_stateMachine.GroundAttackState);
            return;
        }
    }
    public override void Update()
    {
        base.Update();

        // for now land immediately, but consider adding animations and whatnot later
        if (_input.XInputRaw != 0)
        {
            _stateMachine.ChangeState(_stateMachine.MoveState);
            return;
        }

        else if (StateDuration >= _data.LandDuration && _input.XInputRaw == 0)
        {
            //TODO: play animations, wait, then transition to idle
            _stateMachine.ChangeState(_stateMachine.IdleState);
            return;
        }
    }
Example #15
0
    public override void FixedUpdate()
    {
        if (FSM.IsPlayerGrounded)
        {
            rb.AddForce(new Vector2(0.0f, JUMPFORCE), ForceMode2D.Impulse);
        }

        switch (FSM.PreviousState)
        {
        case State.IDLE:
        case State.MOVE:
            FSM.ChangeState(FSM.PreviousState);
            break;

        default:
            FSM.ChangeState(State.MOVE);
            break;
        }
    }
Example #16
0
    public override void Update()
    {
        _movement.CheckIfShouldFlip(_input.XInputRaw);

        if (_input.XInputRaw != 0)
        {
            _stateMachine.ChangeState(_stateMachine.MoveState);
            return;
        }

        else if (_input.XInputRaw == 0 && _input.YInputRaw < 0 &&
                 _data.AllowCrouch)
        {
            _stateMachine.ChangeState(_stateMachine.CrouchState);
            return;
        }

        base.Update();
    }
 void OnTriggerEnter2D(Collider2D other)
 {
     if (other.tag == "Player")
     {
         PlayerFSM player = other.GetComponent <PlayerFSM>();
         if (player != null)
         {
             player.ChangeState(player.deadState);
         }
     }
 }
    public override void Update()
    {
        base.Update();

        if (StateDuration >= _hopDuration)
        {
            Debug.Log("Fall state");
            _stateMachine.ChangeState(_stateMachine.FallingState);
            return;
        }
    }
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _groundDetector.Detect();
        _wallDetector.Detect();
        _aboveWallDetector.Detect();


        // check for wall grab
        if (_wallDetector.IsDetected &&
            _input.XInputRaw == _movement.FacingDirection)
        {
            Debug.Log("Wall detected!");
            // determine if we can enter any of our wall states
            if (_data.AllowWallClimb)
            {
                _stateMachine.ChangeState(_stateMachine.WallClimbState);
                return;
            }
            else if (_data.AllowWallGrab)
            {
                _stateMachine.ChangeState(_stateMachine.WallGrabState);
                return;
            }
            else if (_data.AllowWallSlide)
            {
                _stateMachine.ChangeState(_stateMachine.WallSlideState);
                return;
            }
        }

        // check for grounded
        else if (_groundDetector.IsDetected && _movement.Velocity.y < 0.01f)
        {
            _stateMachine.ChangeState(_stateMachine.LandState);
            return;
        }

        _movement.MoveX(_input.XInputRaw * _data.MoveSpeed, true);
    }
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _ceilingDetector.Detect();

        // if we're moving sideways, and not touching ceiling
        if (_input.YInputRaw >= 0 && _input.XInputRaw != 0 &&
            _ceilingDetector.IsDetected == false)
        {
            _stateMachine.ChangeState(_stateMachine.MoveState);
            return;
        }
        // if we're not holding down or side directions, and not touching ceiling
        else if (_input.YInputRaw != -1 && _input.XInputRaw == 0 &&
                 _ceilingDetector.IsDetected == false)
        {
            _stateMachine.ChangeState(_stateMachine.IdleState);
            return;
        }
    }
Example #21
0
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _groundDetector.Detect();
        _wallDetector.Detect();

        // if we're not grounded, but began falling, go to fall state
        if (_groundDetector.IsDetected == false && _movement.Velocity.y < 0)
        {
            _stateMachine.ChangeState(_stateMachine.FallingState);
            return;
        }
        // otherwise we're against a wall but not holding input against
        else if (_wallDetector.IsDetected)
        {
            _stateMachine.ChangeState(_stateMachine.FallingState);
            return;
        }

        // if movement is now allowed, adjust player
        if (_isMoveInputAllowed)
        {
            _movement.MoveX(_input.XInputRaw * _data.MoveSpeed * _data.WallJumpMovementDampener, true);
        }
        else
        {
            _movement.MoveX(_data.MoveSpeed * _movement.FacingDirection, false);
        }
    }
    public override void FixedUpdate()
    {
        base.FixedUpdate();

        _ceilingDetector.Detect();

        _movement.MoveX(_data.CrouchMoveVelocity * _input.XInputRaw, true);
        // if we're not holding down and holding either direction
        // AND we're not touching the ceiling
        if (_input.YInputRaw != -1 && _input.XInputRaw != 0 &&
            _ceilingDetector.IsDetected == false)
        {
            _stateMachine.ChangeState(_stateMachine.MoveState);
            return;
        }
        // if we're not holding down or side directions, and not touching the ceiling
        else if (_input.YInputRaw >= 0 && _input.XInputRaw == 0 &&
                 _ceilingDetector.IsDetected == false)
        {
            _stateMachine.ChangeState(_stateMachine.IdleState);
            return;
        }
    }
 void CheckObjectsInRange()
 {
     Collider2D[] colliders = Physics2D.OverlapCircleAll(transform.position, blastRadius);
     foreach (var collider in colliders)
     {
         if (collider.tag == "Enemy")
         {
             EventHandler.TriggerEvent(EEventID.EVENT_DESTROY_ENEMY, collider.gameObject);
         }
         else if ((collider.tag == "GesturePrefab") && (collider.gameObject != this.gameObject))
         {
             EventHandler.TriggerEvent(EEventID.EVENT_GESTURE_OBJET_DESTROY, collider.gameObject);
         }
         else if (collider.tag == "Player")
         {
             PlayerFSM player = collider.GetComponent <PlayerFSM>();
             player.ChangeState(player.deadState);
         }
     }
 }
Example #24
0
    public override bool ExecuteState(FSM fsm)
    {
        if (!isInit)
        {
            FSM              = fsm as PlayerFSM;
            currentUnit      = FSM.GetOwner().CurrentSelectedUnit;
            enemyCurrentUnit = currentUnit.CurrentEnemy;
            isInit           = OnStartState();
        }

        if (OnExecuteState() || ForceQuit)
        {
            FSM.GetOwner().CurrentSelectedUnit.CurrentEnemy = null;
            FSM.GetOwner().CurrentSelectedUnit = null;
            FSM.ChangeState(PlayerFSM.PlayerStates.IDLE);

            return(OnEndState());
        }

        return(false);
    }
 private void OnAttackCompleted()
 {
     _stateMachine.ChangeState(_stateMachine.FallingState);
 }
Example #26
0
 private void OnAttackPressed()
 {
     _movement.MoveY(_movement.Velocity.y * _data.AirAttackVelocityYDampen);
     _stateMachine.ChangeState(_stateMachine.AirAttackState);
 }