Example #1
0
    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);
     }
 }
Example #3
0
 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;
        }
    }
Example #5
0
    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;
        }
    }
Example #7
0
    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);
    }
Example #8
0
    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);
 }
Example #12
0
 public void PerformPreviousTransition()
 {
     m_CurrentGlobalState.DoBeforeLeave(m_Data);
     m_CurrentGlobalState   = null;
     m_CurrentGlobalStateID = ePlayerFSMStateID.NullStateID;
 }
Example #13
0
 public PlayerFSMState()
 {
     m_StateID      = ePlayerFSMStateID.NullStateID;
     m_fCurrentTime = 0.0f;
     m_Map          = new Dictionary <ePlayerFSMTrans, PlayerFSMState>();
 }