public override void OnAttack(BaseCharacterController Attacker)
    {
        bool dying = character.CheckControlState(ControlFlags.Dying);

        if (dying)
        {
            return;
        }
        CombatController enemy  = Attacker.combatController;
        CombatController combat = character.combatController;
        PlayerStats      stats  = character.playerStats;

        if (!enemy)
        {
            Debug.Log("Attacking with no enemy!");
            return;
        }
        combat.Damage(enemy.CurrentDamage());
        combat.EnterCombat();
        character.OnKnockback(Attacker, 2.5f, .2f);

        if (stats.currentHealth < 1f)
        {
            stats.currentHealth = 0f;
            character.SetControlState(ControlFlags.Dying);
            UIMessage.ShowMessage("You Have Died", Color.red, 0f);
            AnimationController anim = character.animationController;
            anim.animationReference.SetBool("dying", true);
            Pause.Go();
            character.movementController.StopMovement();
            character.movementController.enabled = false;
            character.combatController.enabled   = false;
        }
    }
    public void Init(Transform shootPointTransform)
    {
        if (updateOrderSpeed > minUpdateOrderNum)
        {
            updateOrderSpeed = minUpdateOrderNum;
            //throw new System.ArgumentException("updateOrderSpeed can not be greater than minUpdateOrderNum");
        }

        mTransform          = transform;
        this.ownerTransform = shootPointTransform.parent;        //ownerTransform;

        ownerController    = ownerTransform.gameObject.GetComponent <BaseCharacterController> ();
        hookStartTransform = shootPointTransform;        //ownerTransform.gameObject.transform.FindChild("HookShootPoint");

        // Instantiate hook
        Vector3    position = nextPosition(mTransform.transform);
        Quaternion rotation = nextRotation(mTransform.transform, position);

        hook = Instantiate(hookPrefab, position, rotation) as GameObject;
        Hook hookScript = hook.GetComponent <Hook> ();

        hookScript.setOwnerTrans(ownerTransform);
        hookScript.hookEventListener.StartTakeBackHook += StartTakeBackHook;
        hookScript.hookEventListener.HookSomething     += HookSomething;

        Physics.IgnoreCollision(hook.collider, ownerTransform.gameObject.collider);

        // Slow down owner speed
        ownerController.SlowDownMovingSpeed();
    }
        private void Awake()
        {
            if (killVFX != null)
            {
                _explosionId = killVFX.GetInstanceID();
                ObjectPool.GetOrInitPool(killVFX);
            }

            if (impactVFX != null)
            {
                _impactId = impactVFX.GetInstanceID();
                ObjectPool.GetOrInitPool(impactVFX);
            }

            if (lootableItem != null)
            {
                _lootableGO     = lootableItem.gameObject;
                _lootableItemId = _lootableGO.GetInstanceID();
                ObjectPool.GetOrInitPool(_lootableGO);
            }

            _character = GetComponent <BaseCharacterController>();
            if (_character != null)
            {
                _character.OnDying += OnCharacterDying;
            }
        }
    public void SetCharacter(BaseCharacterController character)
    {
        _character = character;

        _character.OnDamaged += CharacterOnDamaged;
        _character.OnDied    += CharacterOnDied;
    }
    public AIBattleState(BaseCharacterController basecharactercontroller)
    {
        Debug.LogWarning("[AI State]: Battle");

        m_Character = basecharactercontroller;
        Enter();
    }
Exemple #6
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        public override void OnHit(BaseCharacterController Attacker)
        {
            int dmg = 1;

            if (Dying)
            {
                return;
            }

            combatController.Damage(Attacker.combatController.CurrentDamage());

            if (combatController.TestForDying())
            {
                Levelable levelup = Attacker.GetComponent <Levelable>();

                if (levelup)
                {
                    levelup.currentxp += this.experiencePerKill;
                }

                DisableUI();
                movementController.StopMovement();
                animationController.DoDeathAnimation();
                Rigidbody2D   rbod = gameObject.transform.parent.GetComponent <Rigidbody2D>();
                BoxCollider2D box  = gameObject.transform.parent.GetComponent <BoxCollider2D>();
                box.enabled      = false;
                rbod.isKinematic = true;
                DestroyObject(gameObject.transform.parent.gameObject, 1.5f);
            }
            else
            {
                CreateCombatText(dmg.ToString());
                OnKnockback(Attacker, 1.5f, .4f);
            }
        }
Exemple #7
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 private void OnDie(BaseCharacterController obj)
 {
     if (!_deadCharacters.Find(character => obj == character))
     {
         _deadCharacters.Add(obj);
     }
 }
 void Awake()
 {
     if (m_Character == null && Root.Instance != null)
     {
         m_Character = Root.Instance.m_Character;
     }
 }
Exemple #9
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 public BackState(BaseCharacterController basecharactercontroller, IComboBaseState laststate)
 {
     Debug.Log("[Input State]: Back");
     m_Character = basecharactercontroller;
     m_LastState = laststate;
     Enter();
 }
 public AIMovementIdle(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     decisionTreeAI = m_Character.GetComponent<DecisionTreeAI>();
     Debug.LogWarning("[AI Movement State]: Idle");
     Enter();
 }
 void Awake()
 {
     if (m_Character == null && Root.Instance != null)
     {
         m_Character = Root.Instance.m_Character;
     }
 }
 public AIMovementIdle(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     decisionTreeAI = m_Character.GetComponent <DecisionTreeAI>();
     Debug.LogWarning("[AI Movement State]: Idle");
     Enter();
 }
Exemple #13
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 public BackState(BaseCharacterController basecharactercontroller, IComboBaseState laststate)
 {
     Debug.Log("[Input State]: Back");
     m_Character = basecharactercontroller;
     m_LastState = laststate;
     Enter();
 }
    public void Init(Transform shootPointTransform)
    {
        if (updateOrderSpeed > minUpdateOrderNum) {
            updateOrderSpeed = minUpdateOrderNum;
            //throw new System.ArgumentException("updateOrderSpeed can not be greater than minUpdateOrderNum");
        }

        mTransform = transform;
        this.ownerTransform = shootPointTransform.parent;//ownerTransform;

        ownerController = ownerTransform.gameObject.GetComponent<BaseCharacterController> ();
        hookStartTransform = shootPointTransform;//ownerTransform.gameObject.transform.FindChild("HookShootPoint");

        // Instantiate hook
        Vector3 position = nextPosition(mTransform.transform);
        Quaternion rotation = nextRotation(mTransform.transform, position);
        hook = Instantiate (hookPrefab, position, rotation) as GameObject;
        Hook hookScript = hook.GetComponent<Hook> ();
        hookScript.setOwnerTrans (ownerTransform);
        hookScript.hookEventListener.StartTakeBackHook += StartTakeBackHook;
        hookScript.hookEventListener.HookSomething += HookSomething;

        Physics.IgnoreCollision (hook.collider, ownerTransform.gameObject.collider);

        // Slow down owner speed
        ownerController.SlowDownMovingSpeed ();
    }
Exemple #15
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 public void AddCriminal(BaseCharacterController criminal)
 {
     if (!Criminals.Contains(criminal))
     {
         criminal.Health.OnDied += OnCriminalDie;
         Criminals.Add(criminal);
     }
 }
 void Awake()
 {
     if (m_Character == null && Root.Instance != null)
     {
         m_Character = Root.Instance.m_Character;
         m_PlaneshiftScript = m_Character.gameObject.GetComponentInChildren<GenerateParticles>();
     }
 }
 void Start()
 {
     mTransform = transform;
     // This gameObject's parent is the owner
     whoShootTransform = mTransform.parent;
     // Reference to the owner's controller.
     characterController = whoShootTransform.gameObject.GetComponent <BaseCharacterController> ();
 }
 void Awake()
 {
     if (m_Character == null && Root.Instance != null)
     {
         m_Character        = Root.Instance.m_Character;
         m_PlaneshiftScript = m_Character.gameObject.GetComponentInChildren <GenerateParticles>();
     }
 }
Exemple #19
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    public override void OnAttack(BaseCharacterController Attacker)
    {
        if (colliderReference)
        {
            colliderReference.enabled = false;
        }

        renderReference.sprite = breakSprite;
    }
Exemple #20
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        private void OnCharacterSpawn(BaseCharacterController character)
        {
            if (character is PlayerController)
            {
                return;
            }

            character.Health.OnDied += OnDie;
        }
Exemple #21
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 public void Spawn(GameObject prefab, int damage, int points, ObjectPool pool, BaseCharacterController controller)
 {
     if (spawnerPath.playerHealth.Alive())
     {
         GameObject x = pool.acquireReusable(prefab);
         x.transform.position = spawnerPath.GetPosition(0);
         x.transform.rotation = Quaternion.LookRotation(spawnerPath.GetPosition(1) - spawnerPath.GetPosition(0)) * Quaternion.Euler(0, -90, 0);
         x.GetComponent <Character>().SetUp(spawnerPath, damage, points, points, controller);
     }
 }
Exemple #22
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 public void SetUp(Path _path, int _damage, int _points, float _addSpeed, BaseCharacterController _controller)
 {
     Alive      = true;
     path       = _path;
     Damage     = _damage;
     Points     = _points;
     addspeed   = _addSpeed * 2;
     controller = _controller;
     controller.SetUp(this.gameObject);
 }
    public void InstantiateHB()
    {
        GameObject healtBarGO = Instantiate(HealthBarPrefab, transform.position, Quaternion.identity); //instantiate new prefab instance

        BaseCharacterController character = GetComponent <BaseCharacterController>();                  //Get character component from current game object

        HealthBar healthBar = healtBarGO.GetComponent <HealthBar>();                                   //Get HealthBar component from new instance

        healthBar.SetCharacter(character);                                                             //Bind healthBar with character
    }
    public override void WeaponCollide(Collider other)
    {
        BaseCharacterController EnemyController = other.gameObject.GetComponentInParent <BaseCharacterController>();

        if (m_NextState == this)
        {
            if (other.gameObject.layer == LayerMask.NameToLayer("CharacterWeapon"))
            {
                FMOD_StudioSystem.instance.PlayOneShot("event:/Weapons/weapon_impact", m_Character.transform.position);

                if (m_Character.m_Opponent.m_CurrentState is IAttackState)
                {
                    m_NextState = new AIBattleAttackDeflected(m_Character);
                }

                if (m_Character.m_Opponent.m_CurrentState is AIBattleParryUp)
                {
                    m_NextState = new AIBattleCounterAttacked(m_Character);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleCounterAttackUp(m_Character.m_Opponent);
                }

                if (m_Character.m_Opponent.m_CurrentState is AIBattleBlockUp)
                {
                    //m_NextState = new AIBattleBlocked(m_Character);
                    m_Character.GetHit(5);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleIdle(m_Character.m_Opponent);
                    m_Character.m_Opponent.GetComponent <Animator>().SetBool("BlockUp", false);
                }
            }
            else if (other.gameObject.layer == LayerMask.NameToLayer("CharacterBody") && m_Character != EnemyController)
            {
                FMOD_StudioSystem.instance.PlayOneShot("event:/Weapons/weapon_impact", m_Character.transform.position);

                if (m_Character.m_Opponent.m_CurrentState is AIBattleParryUp)
                {
                    m_NextState = new AIBattleCounterAttacked(m_Character);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleCounterAttackUp(m_Character.m_Opponent);
                }
                else if (m_Character.m_Opponent.m_CurrentState is AIBattleBlockUp)
                {
                    m_Character.GetHit(5);
                    //m_NextState = new AIBattleBlocked(m_Character);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleIdle(m_Character.m_Opponent);
                    m_Character.m_Opponent.GetComponent <Animator>().SetBool("BlockUp", false);
                }

                else
                {
                    m_NextState = new AIBattleSuccessfulAttack(m_Character);
                    m_Character.m_Opponent.GetHit(5);
                }
            }
        }
    }
    //void MoveToPlayer()
    //{
    //    float deltaMoving = MovingSpeed * Time.deltaTime;

    //    transform.position += transform.right * deltaMoving;
    //}

    void OnTriggerEnter2D(Collider2D col)
    {
        BaseCharacterController character = col.GetComponent <BaseCharacterController>();

        if (character != null)
        {
            Destroy(gameObject);

            character.Damage(Damage);
        }
    }
 void OnTriggerEnter(Collider other)
 {
     m_Character = GetComponentInParent <BaseCharacterController>();
     if (m_Character != null && other.gameObject.layer == LayerMask.NameToLayer("Climb"))
     {
         m_TargetPosition = other.transform.GetChild(0).transform;
         if (m_Character.m_CurrentState is MovementJump)
         {
             (m_Character.m_CurrentState as MovementJump).GrabLedgeMiddle();
         }
     }
 }
 void OnTriggerEnter(Collider other)
 {
     m_Character = GetComponentInParent<BaseCharacterController>();
     if (m_Character != null && other.gameObject.layer == LayerMask.NameToLayer("Climb"))
     {
         m_TargetPosition = other.transform.GetChild(0).transform;
         if (m_Character.m_CurrentState is MovementJump)
         {
             (m_Character.m_CurrentState as MovementJump).GrabLedgeMiddle();
         }
     }
 }
Exemple #28
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 public MovementJump(BaseCharacterController basecharactercontroller) : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Jump");
     Enter();
     if (!(m_Character as PlayerCharacterController).m_StandsInWater)
     {
         FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_jump", m_Character.transform.position);
     }
     else
     {
         FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_waterjump", m_Character.transform.position);
     }
 }
Exemple #29
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    protected virtual void Awake()
    {
        stateMachine = GetComponent <StateMachine>();
        if (stateMachine == null)
        {
            stateMachine = gameObject.AddComponent <StateMachine>();
        }

        characterController = GetComponent <BaseCharacterController>();

        stateMachine.OnStateBegin = OnStateBegin;
        stateMachine.OnStateEnd   = OnStateEnd;
    }
Exemple #30
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        public bool CharactersAreHostile(BaseCharacterController characterA, BaseCharacterController characterB)
        {
            CharacterFaction factionA = characterA.Config.Faction;
            CharacterFaction factionB = characterB.Config.Faction;

            if (factionA == CharacterFaction.Player || factionB == CharacterFaction.Player)
            {
                AgentController agent = factionA == CharacterFaction.Player ? characterB as AgentController : characterA as AgentController;
                return(_hostileToPlayer[agent]);
            }

            //All factions are hostile to one another
            return(factionA != factionB);
        }
Exemple #31
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        public static void MoveTowards(BaseCharacterController owner, Vector3 target)
        {
            float   horizontalMovement = 0.0f;
            Vector3 position           = owner.transform.position;

            if (position.x < target.x)
            {
                horizontalMovement = 1.0f;
            }
            else
            {
                horizontalMovement = -1.0f;
            }

            owner.CharacterYoke.Movement = new Vector2(horizontalMovement, 0.0f);
        }
    private void Start()
    {
        // get the transform of the main camera
        if (Camera.main != null)
        {
            m_Cam = Camera.main.transform;
        }
        else
        {
            Debug.LogWarning(
                "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.");
            // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them!
        }

        // get the third person character ( this should never be null due to require component )
        m_Character = GetComponent<BaseCharacterController>();
    }
Exemple #33
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    public override void WeaponCollide(Collider other)
    {
        BaseCharacterController EnemyController = other.gameObject.GetComponentInParent <BaseCharacterController>();

        if (m_NextState == this)
        {
            if (other.gameObject.layer == LayerMask.NameToLayer("CharacterWeapon") && m_Character != other.transform.parent.parent.gameObject.GetComponent <BaseCharacterController>())
            {
                if (m_Character.m_Opponent.m_CurrentState is AIBattleParryDown)
                {
                    m_NextState = new BattleCounterAttacked(m_Character);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleCounterAttackDown(m_Character.m_Opponent);
                }

                if (m_Character.m_Opponent.m_CurrentState is AIBattleBlockDown)
                {
                    m_NextState = new BattleBlocked(m_Character);
                }

                if (m_Character.m_Opponent.m_CurrentState is IAttackState)
                {
                    m_Character.m_CurrentState = new BattleAttackDeflected(m_Character);
                }
            }
            else if (other.gameObject.layer == LayerMask.NameToLayer("CharacterBody") && m_Character != EnemyController)
            {
                if (m_Character.m_Opponent.m_CurrentState is AIBattleParryDown)
                {
                    m_NextState = new BattleCounterAttacked(m_Character);
                    m_Character.m_Opponent.m_CurrentState.m_NextState = new AIBattleCounterAttackDown(m_Character.m_Opponent);
                }

                else if (m_Character.m_Opponent.m_CurrentState is AIBattleBlockDown)
                {
                    m_NextState = new BattleBlocked(m_Character);
                }

                else
                {
                    m_NextState = new BattleSuccessfulAttack(m_Character);
                    m_Character.m_Opponent.GetHit(10);
                }
            }
        }
    }
Exemple #34
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    public IEnumerator DeathCharacter()
    {
        m_IsDead = true;

        FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_death", transform.position);
        float timer = 0.0f;

        GetComponent <Animator>().SetTrigger("Die");


        m_CurrentHealth = 100;

        bool played = false;

        while (timer <= GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).length)
        {
            if (timer >= 2.0f && !played)
            {
                Root.Instance.m_LoadingScreen.gameObject.SetActive(true);
                Root.Instance.StartCoroutine(Root.Instance.m_LoadingScreen.FadeIn(false));
                played = true;
            }

            if (GetComponent <Animator>().GetCurrentAnimatorStateInfo(0).IsName("Death"))
            {
                timer += Time.deltaTime;
            }
            yield return(new WaitForFixedUpdate());
        }



        transform.position = Root.Instance.m_StartPosition.position;
        Root.Instance.m_Character.m_TotalForce = Vector3.zero;

        m_Opponent = null;

        yield return(new WaitForSeconds(3.0f));

        Root.Instance.StartCoroutine(Root.Instance.m_LoadingScreen.FadeOut());
        yield return(new WaitForSeconds(1.0f));

        m_IsDead = false;
    }
Exemple #35
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    void OnTriggerEnter(Collider other)
    {
        m_Character = GetComponentInParent <BaseCharacterController>();
        if (m_Character != null && other.gameObject.layer == LayerMask.NameToLayer("Climb"))
        {
            m_TargetPosition = other.transform.GetChild(0).transform;

            if (m_Character.m_CurrentState is MovementJump)
            {
                Vector3 newPosition = (m_Character.transform.position - transform.position) + other.transform.position;
                newPosition.z = m_Character.transform.position.z;
                m_Character.transform.position = newPosition;
                (m_Character.m_CurrentState as MovementJump).GrabLedgeTop();
            }

            if (m_Character.m_CurrentState.m_NextState is MovementGrabTop)
            {
                (m_Character.m_CurrentState.m_NextState as MovementGrabTop).m_TargetPosition   = m_TargetPosition.position;
                (m_Character.m_CurrentState.m_NextState as MovementGrabTop).m_TargetPosition.z = m_Character.transform.position.z;
            }
        }
    }
    public IEnumerator DeathCharacter()
    {
        m_IsDead = true;

        FMOD_StudioSystem.instance.PlayOneShot("event:/Darien/darien_death", transform.position);
        float timer = 0.0f;
        GetComponent<Animator>().SetTrigger("Die");

        m_CurrentHealth = 100;

        bool played = false;
        while (timer <= GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).length)
        {
            if (timer >= 2.0f && !played)
            {
                Root.Instance.m_LoadingScreen.gameObject.SetActive(true);
                Root.Instance.StartCoroutine(Root.Instance.m_LoadingScreen.FadeIn(false));
                played = true;
            }

            if (GetComponent<Animator>().GetCurrentAnimatorStateInfo(0).IsName("Death"))
                timer += Time.deltaTime;
            yield return new WaitForFixedUpdate();
        }

        transform.position = Root.Instance.m_StartPosition.position;
        Root.Instance.m_Character.m_TotalForce = Vector3.zero;

        m_Opponent = null;

        yield return new WaitForSeconds(3.0f);

        Root.Instance.StartCoroutine(Root.Instance.m_LoadingScreen.FadeOut());
        yield return new WaitForSeconds(1.0f);

        m_IsDead = false;
    }
Exemple #37
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        private void OnCharacterSpawned(BaseCharacterController character)
        {
            AgentController agent = character as AgentController;

            if (agent != null)
            {
                CharacterFaction faction = agent.Config.Faction;
                if (!_agentsByFaction[faction].Contains(agent))
                {
                    _agentsByFaction[faction].Add(agent);
                }

                if (!_hostileToPlayer.ContainsKey(agent))
                {
                    _hostileToPlayer[agent] = false;
                }
            }
            else if (Player == null)
            {
                //Must be a player
                Player = character as PlayerController;
                Debug.Assert(Player != null);
            }
        }
 public BaseBattleHeavyAttackDown(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
 public MovementHeavyAttackDown(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Heavy Attack Down");
     Enter();
 }
Exemple #40
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 public BattleIdle(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Idle");
     Enter();
 }
Exemple #41
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 public InputValues(BaseCharacterController owner)
 {
     Owner = owner;
     Owner.InputValues = this;
 }
 public AIBattleRetreat(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.LogWarning("[AI Battle State]: Retreat");
     Enter();
 }
 public MovementGrabMiddle(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Grab Middle");
     Enter();
 }
 public BattlePlaneShift(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Plane Shift");
     Enter();
 }
 public BaseBattleCounterAttackUp(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
 public MovementPreBegin(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Pre Begin");
     Enter();
 }
 void Start()
 {
     rb        = GetComponent <Rigidbody>();
     hands     = GetComponent <CharacterHands>();
     character = GetComponent <BaseCharacterController>();
 }
 public MovementWalk(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Walk");
     Enter();
 }
 public BaseBattleWalk(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
 public BaseBattleBlocked(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
 public BattleWallWalk(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Wall Walk");
     Enter();
 }
 public MovementPlaneShift(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Plane Shift");
     Enter();
 }
 public BaseBattlePlaneShift(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
 public MovementPlaneTransition(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Movement State]: Plane Transition");
     Enter();
 }
 public AIBattleBlockDown(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.LogWarning("[AI Battle State]: Block Down");
     Enter();
 }
 public AIBattleLightAttackUp(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.LogWarning("[AI Battle State]: Light Attack Up");
     Enter();
 }
 public BattleCounterAttacked(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Counter Attacked");
     Enter();
 }
 public BattleHeavyAttackUp(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Heavy Attack Up");
     Enter();
 }
 public BaseBattleGetsHit(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Enter();
 }
Exemple #60
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 public BattleHit(BaseCharacterController basecharactercontroller)
     : base(basecharactercontroller)
 {
     Debug.Log("[Battle State]: Block");
     Enter();
 }