private void FixedUpdate() { #region Input m_CurrentState = m_PlayerFSM.CurrentStateID; m_GlobalState = m_PlayerFSM.CurrentGlobalStateID; if (m_GlobalState != ePlayerFSMStateID.DeadStateID) { if (Input.GetKeyDown(KeyCode.V)) { PerformPlayerVictory(); } if (Input.GetKeyDown(KeyCode.B)) { Debug.Log("Total Kill : " + MobManager.m_Instance.TotalKill); Debug.Log("Total Fish Kill : " + MobManager.m_Instance.TotalFishKill); Debug.Log("Total Patrol Kill : " + MobManager.m_Instance.TotalPatrolKill); } if (Input.GetButtonDown("Roll") || Input.GetKeyDown(m_InputSetting.Roll)) { AnimatorStateInfo info = m_PAC.Animator.GetCurrentAnimatorStateInfo(3); if (m_PAC.Animator.IsInTransition(3) || info.IsName("Roll")) { return; } PerformPlayerRoll(); return; } } #endregion m_PlayerFSM.DoState(); SelectMotionState(); }
private void UpdateAnimator(ePlayerFSMStateID state, float speed) { if (state == ePlayerFSMStateID.ReloadStateID) { m_Animator.SetTrigger("Reload"); m_Animator.SetFloat("ReloadSpeed", speed); } }
public void PerformGlobalTransition(ePlayerFSMTrans t) { if (m_GlobalMap.ContainsKey(t)) { m_CurrentGlobalState = m_GlobalMap[t]; m_CurrentGlobalState.DoBeforeEnter(m_Data); m_CurrentGlobalStateID = m_CurrentGlobalState.m_StateID; } }
private void UpdateAnimator(ePlayerFSMStateID state) { switch (state) { case ePlayerFSMStateID.GunStateID: m_Animator.SetTrigger("Shoot"); break; case ePlayerFSMStateID.ReloadStateID: m_Animator.SetTrigger("Reload"); break; case ePlayerFSMStateID.MeleeAttackID: m_Animator.SetTrigger("MeleeAttack"); break; case ePlayerFSMStateID.SwitchWeaponID: m_Animator.SetTrigger("SwitchWeapon"); break; case ePlayerFSMStateID.StratagemStateID: m_Animator.SetTrigger("ThrowStandby"); break; case ePlayerFSMStateID.ThrowBombStateID: m_Animator.SetTrigger("BombReady"); break; case ePlayerFSMStateID.DeadStateID: m_Animator.SetTrigger("Death"); m_Animator.SetTrigger("Reset"); break; case ePlayerFSMStateID.VictoryID: m_Animator.SetTrigger("Victory"); break; case ePlayerFSMStateID.ReliveStateID: m_Animator.SetTrigger("Relive"); break; case ePlayerFSMStateID.PickUpID: m_Animator.SetTrigger("Pick"); break; case ePlayerFSMStateID.RollStateID: m_Animator.SetTrigger("Roll"); break; } }
public void DeleteState(ePlayerFSMStateID id) { if (id == ePlayerFSMStateID.NullStateID) { return; } foreach (PlayerFSMState state in m_states) { if (state.m_StateID == id) { m_states.Remove(state); return; } } }
private void UpdateAnimator(ePlayerFSMStateID state, bool Bool) { switch (state) { case ePlayerFSMStateID.GunStateID: m_Animator.SetBool("Shoot", Bool); break; case ePlayerFSMStateID.StratagemStateID: m_Animator.SetBool("InputCodes", Bool); break; case ePlayerFSMStateID.ThrowStateID: m_Animator.SetBool("ThrowOut", Bool); break; case ePlayerFSMStateID.ThrowBombStateID: m_Animator.SetBool("ThrowBomb", Bool); break; } }
public void PerformTransition(ePlayerFSMTrans trans) { if (trans == ePlayerFSMTrans.NullTransition) { return; } PlayerFSMState state = m_currentState.TransitionTo(trans); if (state == null) { return; } // Update the currentStateID and currentState m_currentState.DoBeforeLeave(m_Data); m_Data.m_MoveMode = "Origin"; m_currentState = state; m_currentStateID = state.m_StateID; m_currentState.DoBeforeEnter(m_Data); }
public void AddState(PlayerFSMState s) { if (s == null) { return; } if (m_states.Count == 0) { m_states.Add(s); m_currentState = s; m_currentStateID = s.m_StateID; return; } foreach (PlayerFSMState state in m_states) { if (state.m_StateID == s.m_StateID) { return; } } m_states.Add(s); }
public void SetAnimator(ePlayerFSMStateID state, float speed) { UpdateAnimator(state, speed); }
/// <summary> /// Set Bool Animator /// </summary> /// <param name="state"></param> /// <param name="Bool"></param> /// public void SetAnimator(ePlayerFSMStateID state, bool Bool) { UpdateAnimator(state, Bool); }
/// <summary> /// Set Trigger Animator /// </summary> /// <param name="state"></param> /// public void SetAnimator(ePlayerFSMStateID state) { UpdateAnimator(state); }
public void PerformPreviousTransition() { m_CurrentGlobalState.DoBeforeLeave(m_Data); m_CurrentGlobalState = null; m_CurrentGlobalStateID = ePlayerFSMStateID.NullStateID; }
public PlayerFSMState() { m_StateID = ePlayerFSMStateID.NullStateID; m_fCurrentTime = 0.0f; m_Map = new Dictionary <ePlayerFSMTrans, PlayerFSMState>(); }