//Whenever the game starts, we will have a state machine created for the player private void Awake() { //Initialise StateMachine = new PlayerStateMachine(); IdleState = new PlayerIdleState(this, StateMachine, playerData, "idle"); MoveState = new PlayerMoveState(this, StateMachine, playerData, "move"); DodgeState = new PlayerDodgeState(this, StateMachine, playerData, "inDodge"); OnLandState = new PlayerOnLandState(this, StateMachine, playerData, "onLand"); InteractState = new PlanetInteractState(this, StateMachine, playerData, "idle"); GameManagement.playerAlive = true; //Set up Anim and bodySprite arrays //Anim = new Animator[angledBodyHeadArray.Length]; //angledBodyHeadArray = new SpriteRenderer[angledLegsArray.Length]; }
private void Awake() { //Awake handles one time instatiation of the state machine and state components //Super States do not need to be instatiated StateMachine = new PlayerStateMachine(); IdleState = new PlayerIdleState(this, StateMachine, playerData, "idle"); MoveState = new PlayerMoveState(this, StateMachine, playerData, "move"); TurnState = new PlayerTurnState(this, StateMachine, playerData, "turn"); JumpSquatState = new PlayerJumpSquatState(this, StateMachine, playerData, "jumpSquat"); JumpState = new PlayerJumpState(this, StateMachine, playerData, "jump"); InAirState = new PlayerInAirState(this, StateMachine, playerData, "inAir"); LandState = new PlayerLandState(this, StateMachine, playerData, "land"); DiveState = new PlayerDiveState(this, StateMachine, playerData, "dive"); DoubleJumpState = new PlayerDoubleJumpState(this, StateMachine, playerData, "doubleJump"); EndFallState = new PlayerEndFallState(this, StateMachine, playerData, "endFall"); StartFallState = new PlayerStartFallState(this, StateMachine, playerData, "startFall"); AbilityOneState = new PlayerAbilityOneState(this, StateMachine, playerData, "abilityOne"); CrouchState = new PlayerCrouchState(this, StateMachine, playerData, "crouch"); AbilityCrouchOneState = new PlayerAbilityCrouchOneState(this, StateMachine, playerData, "abilityCrouchOne"); AbilityJumpOneState = new PlayerAbilityJumpOneState(this, StateMachine, playerData, "abilityJumpOne"); DodgeState = new PlayerDodgeState(this, StateMachine, playerData, "dodge"); AbilityTwoState = new PlayerAbilityTwoState(this, StateMachine, playerData, "abilityTwo"); }