Esempio n. 1
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    /// <summary>
    /// ³õʼ»¯×´Ì¬»ú,Ìí¼ÓÖÖ״̬
    /// </summary>
    private void InitFSM()
    {
        m_FSMSystem = new FSMSystem(this);

        PlayerIdleState idleState = new PlayerIdleState();

        idleState.AddTransition(Transition.PlayerToIdle, StateID.PlayerIdle);
        m_FSMSystem.AddState(idleState);
        PlayerRunState runState = new PlayerRunState();

        runState.AddTransition(Transition.PlayerToTarget, StateID.PlayerRun);
        m_FSMSystem.AddState(runState);
        PlayerBeAttackedState beAttackedState = new PlayerBeAttackedState();

        beAttackedState.AddTransition(Transition.PlayerBeAttacked, StateID.PlayerBeAttacked);
        m_FSMSystem.AddState(beAttackedState);
        PlayerNormalSkillFireState normalSkillFireState = new PlayerNormalSkillFireState();

        normalSkillFireState.AddTransition(Transition.PlayerFireNormalSkill, StateID.PlayerNormalSkill);
        m_FSMSystem.AddState(normalSkillFireState);
        PlayerInitiativeSkillFireState initiativeSkillFireState = new PlayerInitiativeSkillFireState();

        initiativeSkillFireState.AddTransition(Transition.PlayerFireInitiativeSkill, StateID.PlayerInitiativeSkill);
        m_FSMSystem.AddState(initiativeSkillFireState);
    }
Esempio n. 2
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 private void Awake()
 {
     _player = GetComponent <Player>();
     // grounded
     IdleState       = new PlayerIdleState(this, _player);
     MoveState       = new PlayerMoveState(this, _player);
     JumpState       = new PlayerJumpState(this, _player);
     LandState       = new PlayerLandState(this, _player);
     CrouchState     = new PlayerCrouchState(this, _player);
     CrouchMoveState = new PlayerCrouchMoveState(this, _player);
     // air
     AirJumpState = new PlayerAirJumpState(this, _player);
     FallingState = new PlayerFallingState(this, _player);
     // wall
     WallSlideState = new PlayerWallSlideState(this, _player);
     WallGrabState  = new PlayerWallGrab(this, _player);
     WallClimbState = new PlayerWallClimbState(this, _player);
     WallJumpState  = new PlayerWallJumpState(this, _player);
     // ledge
     LedgeClimbState = new PlayerLedgeClimbState(this, _player);
     // abilities
     DashState = new PlayerDashState(this, _player);
     // attacks
     GroundAttackState = new PlayerGroundAttackState(this, _player);
     AirAttackState    = new PlayerAirAttackState(this, _player);
     WallAttackState   = new PlayerWallAttackState(this, _player);
     BounceAttackState = new PlayerBounceAttackState(this, _player);
 }
Esempio n. 3
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    private void Awake()
    {
        instance = this;

        StateMachine = new PlayerStateMachine();

        IdleState           = new PlayerIdleState(this, StateMachine, "idle");
        MoveState           = new PlayerMoveState(this, StateMachine, "move");
        JumpState           = new PlayerJumpState(this, StateMachine, "inAir");
        InAirState          = new PlayerInAirState(this, StateMachine, "inAir");
        LandState           = new PlayerLandState(this, StateMachine, "land");
        WallSlideState      = new PlayerWallSlideState(this, StateMachine, "wallSlide");
        WallJumpState       = new PlayerWallJumpState(this, StateMachine, "inAir");
        LedgeClimbState     = new PlayerLedgeClimbState(this, StateMachine, "ledgeClimbState");
        DashState           = new PlayerDashState(this, StateMachine, "dash");
        SlideState          = new PlayerSlideState(this, StateMachine, "slide");
        HurtState           = new PlayerHurtState(this, StateMachine, "hurt");
        SwordComboState     = new PlayerSwordComboState(this, StateMachine, "swordCombo");
        KnockDownState      = new PlayerKnockDownState(this, StateMachine, "knockdown");
        GetUpState          = new PlayerGetUpState(this, StateMachine, "getUp");
        KickComboState      = new PlayerKickComboState(this, StateMachine, "kickCombo");
        MagicStrongState    = new PlayerMagicStrongState(this, StateMachine, "strongCast");
        WeakMagicState      = new PlayerWeakMagicState(this, StateMachine, "weakCast");
        FullPowerMagicState = new PlayerFullPowerMagicState(this, StateMachine, "fullPowerMagicCast");
        DeadState           = new PlayerDeadState(this, StateMachine, "dead");
        FlyingKickState     = new PlayerFlyingKickState(this, StateMachine, "flyingKick");
    }
Esempio n. 4
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    public override void InitState()
    {
        base.InitState();

        {
            State state = new PlayerIdleState();
            state.Init(this);
            _stateMap[eStateType.IDLE] = state;
        }
        {
            State state = new PathfindingMoveState();
            state.Init(this);
            _stateMap[eStateType.MOVE] = state;
        }
        {
            State state = new PathfindingState();
            state.Init(this);
            _stateMap[eStateType.PATHFINDING] = state;
        }
        {
            State state = new SelectTargetState();
            state.Init(this);
            _stateMap[eStateType.SELECT_TARGET] = state;
        }

        _state = _stateMap[eStateType.IDLE];
    }
Esempio n. 5
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 virtual public void InitState()
 {
     {
         State state = new PlayerIdleState();
         state.Init(this);
         _stateMap[eStateType.IDLE] = state;
     }
     {
         State state = new PathfindingMoveState();
         state.Init(this);
         _stateMap[eStateType.MOVE] = state;
     }
     {
         State state = new AttackState();
         state.Init(this);
         _stateMap[eStateType.ATTACK] = state;
     }
     {
         State state = new DamagedState();
         state.Init(this);
         _stateMap[eStateType.DAMAGED] = state;
     }
     {
         State state = new DeadState();
         state.Init(this);
         _stateMap[eStateType.DEAD] = state;
     }
     _state = _stateMap[eStateType.IDLE];
 }
Esempio n. 6
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        private void CreateRoleState(int id, StateMechine stateMechine)
        {
            PlayerIdleState idleState = new PlayerIdleState(id);
            PlayerDeadState deadState = new PlayerDeadState(id);
            PlayerMoveState moveState = new PlayerMoveState(id);
            PlayerAtkState  atkState  = new PlayerAtkState(id);

            stateMechine.RegisterState((int)StateType.IDLE, idleState);
            stateMechine.RegisterState((int)StateType.DEAD, deadState);
            stateMechine.RegisterState((int)StateType.MOVE, moveState);
            stateMechine.RegisterState((int)StateType.ATK, atkState);

            stateMechine.RegisterEvent((int)StateEvent.EVENT_IDLE, (int)StateType.NENO, (int)StateType.IDLE);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_IDLE, (int)StateType.IDLE, (int)StateType.IDLE);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_IDLE, (int)StateType.ATK, (int)StateType.IDLE);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_IDLE, (int)StateType.MOVE, (int)StateType.IDLE);

            stateMechine.RegisterEvent((int)StateEvent.EVENT_DEAD, (int)StateType.IDLE, (int)StateType.DEAD);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_DEAD, (int)StateType.ATK, (int)StateType.DEAD);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_DEAD, (int)StateType.MOVE, (int)StateType.DEAD);

            stateMechine.RegisterEvent((int)StateEvent.EVENT_MOVE, (int)StateType.IDLE, (int)StateType.MOVE);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_MOVE, (int)StateType.ATK, (int)StateType.MOVE);

            stateMechine.RegisterEvent((int)StateEvent.EVENT_ATK, (int)StateType.IDLE, (int)StateType.ATK);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_ATK, (int)StateType.MOVE, (int)StateType.ATK);
            stateMechine.RegisterEvent((int)StateEvent.EVENT_ATK, (int)StateType.ATK, (int)StateType.ATK);
        }
Esempio n. 7
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    private void Awake()
    {
        StateController = new CharacterStateController();

        PlayerIdle = new PlayerIdleState(this, StateController, playerData, "idle");
        PlayerMove = new PlayerMoveState(this, StateController, playerData, "moving");
        PlayerHide = new PlayerHideState(this, StateController, playerData, "hiding");
    }
Esempio n. 8
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 private void Awake()
 {
     IdleState  = new PlayerIdleState(this);
     RunState   = new PlayerRunState(this);
     FightState = new PlayerFightState(this);
     WinState   = new PlayerWinState(this);
     LoseState  = new PlayerLoseState(this);
 }
    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState = new PlayerIdleState(this, StateMachine, playerData);
        MoveState = new PlayerMoveState(this, StateMachine, playerData);
        DieState  = new PlayerDieState(this, StateMachine, playerData);
    }
    private void Awake()
    {
        Instance       = this;
        _startPosition = transform.position;

        IdleState   = new PlayerIdleState(this);
        AttackState = new PlayerAttackState(this, _damageForSlash, _playerAnimator, _moveSpeed, _targetTransform, _startPosition);
    }
Esempio n. 11
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    private void InitStateMachine()
    {
        blackboard = new StateBlackboard();
        blackboard.Add(BlackboardKey.AttackingFlag, false);
        blackboard.Add(BlackboardKey.NextAttackFlag, false);
        blackboard.Add(BlackboardKey.SkillFlag, false);
        blackboard.Add(BlackboardKey.DamageFlag, false);
        blackboard.Add(BlackboardKey.RepeatDamageFlag, false);
        blackboard.Add(BlackboardKey.AnimTrigger, string.Empty);
        blackboard.Add <Transform>(BlackboardKey.Target, null);
        blackboard.Add <Vector3>(BlackboardKey.MoveDirection, Vector3.zero);

        SetAnimTriggerAction setIdleTriggerAction = new SetAnimTriggerAction(blackboard, animator, "Idle");
        LookAtTargetAction   lookAtAction         = new LookAtTargetAction(blackboard, transform);
        PlayerIdleState      idleState            = new PlayerIdleState(blackboard, setIdleTriggerAction, lookAtAction);
        StateNode            idleNode             = new StateNode(idleState, new Condition(() => { return(true); }));

        SetAnimTriggerAction   setRunTriggerAction  = new SetAnimTriggerAction(blackboard, animator, "Move");
        SetMoveDirectionAction setMoveDirAction     = new SetMoveDirectionAction(blackboard, transform, Camera.main.transform);
        MoveControllerAction   moveControllerAction = new MoveControllerAction(blackboard, GetComponent <CharacterController>(), runSpeed);

        PlayerMoveState moveState = new PlayerMoveState(blackboard, setRunTriggerAction, setMoveDirAction, moveControllerAction, 100);
        StateNode       moveNode  = new StateNode(moveState, new Condition(() => {
            float horizontal = inputController.GetRuntimeInputConfig().GetBinding(InputBindingName.GAMEPLAY_HORIZONTAL).Value;
            float vertical   = inputController.GetRuntimeInputConfig().GetBinding(InputBindingName.GAMEPLAY_VERTICAL).Value;
            return(Mathf.Abs(horizontal) > InputConstants.INPUT_DEAD_ZONE || Mathf.Abs(vertical) > InputConstants.INPUT_DEAD_ZONE);
        }));

        SetAnimTriggerAction setAttackTrigger     = new SetAnimTriggerAction(blackboard, animator, "Attack", true);
        SetAnimTriggerAction setNextAttackTrigger = new SetAnimTriggerAction(blackboard, animator, "NextAttack", true);
        PlayerAttackState    attackState          = new PlayerAttackState(blackboard, setAttackTrigger, setNextAttackTrigger, lookAtAction, 500);
        StateNode            attackNode           = new StateNode(attackState, new Condition(() => { return(blackboard.Get <bool>(BlackboardKey.AttackingFlag) == true); }));

        SetAnimTriggerAction setSkillTrigger = new SetAnimTriggerAction(blackboard, animator, BlackboardKey.AnimTrigger, true);
        PlayerSkillState     skillState      = new PlayerSkillState(blackboard, setSkillTrigger, 400);
        StateNode            skillNode       = new StateNode(skillState, new Condition(() => { return(blackboard.Get <bool>(BlackboardKey.SkillFlag) == true); }));

        SetAnimTriggerAction damageAction    = new SetAnimTriggerAction(blackboard, animator, "Damage", true);
        DamageState          damageState     = new DamageState(blackboard, damageAction, 600);
        Condition            damageCondition = new Condition(() => { return(blackboard.Get <bool>(BlackboardKey.DamageFlag)); });
        StateNode            damageNode      = new StateNode(damageState, damageCondition);

        DeathState deathState = DeathState.Create(blackboard, animator, "Die", int.MaxValue);
        StateNode  deathNode  = new StateNode(deathState, new Condition(() => { return(!self.IsAlive); }));

        List <StateNode> nodes = new List <StateNode>();

        nodes.Add(idleNode);
        nodes.Add(moveNode);
        nodes.Add(attackNode);
        nodes.Add(skillNode);
        nodes.Add(damageNode);
        nodes.Add(deathNode);

        stateMachine = new StateMachine(blackboard, nodes, idleState);
    }
Esempio n. 12
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    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState  = new PlayerIdleState(this, StateMachine, _playerData, "idle");
        MoveState  = new PlayerMoveState(this, StateMachine, _playerData, "move");
        JumpState  = new PlayerJumpState(this, StateMachine, _playerData, "jump");
        InAirState = new PlayerInAirState(this, StateMachine, _playerData, "inAir");
        LandState  = new PlayerLandState(this, StateMachine, _playerData, "land");
    }
 void Awake()
 {
     player      = GetComponent <PlayerStats> ();
     nav         = GetComponent <UnityEngine.AI.NavMeshAgent> ();
     anim        = GetComponent <Animator> ();
     moveState   = new PlayerMoveState(this);
     idleState   = new PlayerIdleState(this);
     chaseState  = new PlayerChaseState(this);
     attackState = new PlayerAttackState(this);
 }
Esempio n. 14
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    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState   = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState   = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState   = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState  = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState   = new PlayerLandState(this, StateMachine, playerData, "idle");
        DashState   = new PlayerDashState(this, StateMachine, playerData, "inAir");
        AttackState = new PlayerAttackState(this, StateMachine, playerData, "attack");
    }
Esempio n. 15
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    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState  = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState  = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState  = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState  = new PlayerLandState(this, StateMachine, playerData, "land");
        HurtState  = new PlayerHurtState(this, StateMachine, playerData, "hurt");
        DeadState  = new PlayerDeadState(this, StateMachine, playerData, "dead");
    }
Esempio n. 16
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    private void Start()
    {
        // Instantiate states
        GroundState  = new PlayerGroundState(this);
        JumpingState = new PlayerJumpingState(this);
        IdleState    = new PlayerIdleState(this);

        // Initialize settings
        State             = GroundState;
        PreferredMaxSpeed = 50.0f;     // Make sure we don't move too fast
        Health            = HealthMax; // Full health
        Mass = 1;
    }
Esempio n. 17
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 private void Awake()
 {
     StateMachine   = new PlayerStateMachine();
     IdleState      = new PlayerIdleState(this, StateMachine, playerData, "idle");
     MoveState      = new PlayerMoveState(this, StateMachine, playerData, "move");
     RunState       = new PlayerRunState(this, StateMachine, playerData, "run");
     JumpState      = new PlayerJumpState(this, StateMachine, playerData, "inAir");
     LandState      = new PlayerLandState(this, StateMachine, playerData, "land");
     InAirState     = new PlayerInAirState(this, StateMachine, playerData, "inAir");
     DoubleJump     = new PlayerDoubleJumpState(this, StateMachine, playerData, "doubleJump");
     WallSlideState = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
     WallJumpState  = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
 }
Esempio n. 18
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    // State

    override protected void InitState()
    {
        base.InitState();

        State idleState = new PlayerIdleState();

        idleState.Init(this);
        _stateDic[eState.IDLE] = idleState;

        State interactionState = new PlayerInterationState();

        interactionState.Init(this);
        _stateDic[eState.INTERACTION] = interactionState;
    }
Esempio n. 19
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    private void Awake()
    {
        stateMachine = new PlayerStateMachine();

        idleState       = new PlayerIdleState(this, stateMachine, playerData, "Idle");
        moveState       = new PlayerMoveState(this, stateMachine, playerData, "Move");
        jumpState       = new PlayerJumpState(this, stateMachine, playerData, "InAir");
        inAirState      = new PlayerInAirState(this, stateMachine, playerData, "InAir");
        landState       = new PlayerLandState(this, stateMachine, playerData, "Land");
        dashState       = new PlayerDashState(this, stateMachine, playerData, "InAir");
        crouchIdleState = new PlayerCrouchIdleState(this, stateMachine, playerData, "IdleCrouch");
        crouchMoveState = new PlayerCrouchState(this, stateMachine, playerData, "MoveCrouch");
        primAtkState    = new PlayerPrimAtkState(this, stateMachine, playerData, "PrimAttack");
    }
Esempio n. 20
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    // State

    protected override void InitState()
    {
        base.InitState();

        State idleState = new PlayerIdleState();

        idleState.Init(this);
        _stateDic[eState.IDLE] = idleState;

        State attackState = new PlayerAttackState();

        attackState.Init(this);
        _stateDic[eState.IDLE] = attackState;
    }
Esempio n. 21
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 private void Awake()
 {
     rigidbody = GetComponent <Rigidbody>();
     rigidbody.freezeRotation = true;
     rigidbody.useGravity     = false;
     score        = mainCamera.GetComponent <Gui> ().score_count;
     idleState    = new PlayerIdleState(this);
     walkState    = new PlayerWalkState(this);
     bounceState  = new PlayerBounceState(this);
     sneakState   = new PlayerSneakState(this);
     hookState    = new PlayerHookState(this);
     targetState  = new PlayerTargetState(this);
     distToGround = GetComponent <Collider> ().bounds.extents.y;
 }
    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState       = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState       = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState       = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState      = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState       = new PlayerLandState(this, StateMachine, playerData, "land");
        WallSlideState  = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
        WallGrabState   = new PlayerWallGrabState(this, StateMachine, playerData, "wallGrab");
        WallClimbState  = new PlayerWallClimbState(this, StateMachine, playerData, "wallClimb");
        WallJumpState   = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
        LedgeClimbState = new PlayerLedgeClimbState(this, StateMachine, playerData, "ledgeClimbState");
    }
    //public Animator animator;

    private void Awake()
    {
        stateMachine = new StateMachine <AlexPlayerController>(this);

        playerIdleState      = new PlayerIdleState();
        playerRunningState   = new PlayerRunningState();
        playerJumpingState   = new PlayerJumpingState();
        playerFallingState   = new PlayerFallingState();
        playerAttackingState = new PlayerAttackingState();

        stateMachine.ChangeState(playerIdleState);

        rb = GetComponent <Rigidbody>();

        attackHitboxScript = attackHitboxObject.GetComponent <HitBoxController>();
    }
Esempio n. 24
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    public void Start()
    {
        _playerInput     = GetComponent <PlayerInput>();
        _damageComponent = GetComponent <DamageComponent>();

        /* Instantiated this way to allow more precise
         * control over movement via polling. */
        moveAction = _playerInput.actions["move"];

        maxSpeed     = maxWalkingSpeed;
        walkingState = new PlayerWalkingState(this);
        boostState   = new PlayerBoostState(this);
        fallState    = new PlayerFallState(this);
        idleState    = new PlayerIdleState(this);
        currentState = walkingState;
    }
Esempio n. 25
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    //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];
    }
Esempio n. 26
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    private void Awake()
    {
        FiniteStateMachine = new PlayerFiniteStateMachine();
        SkillManager       = new PlayerSkillsManager();
        StatsManager       = new PlayerStatsManager(_playerStatsData);

        IdleState = new PlayerIdleState(this, FiniteStateMachine, "idle", _idleStateData);
        MoveState = new PlayerMoveState(this, FiniteStateMachine, "move", _moveStateData);

        LandState  = new PlayerLandState(this, FiniteStateMachine, "land");
        JumpState  = new PlayerJumpState(this, FiniteStateMachine, "inAir", _jumpStateData);
        InAirState = new PlayerInAirState(this, FiniteStateMachine, "inAir", _inAirStateData);

        WallSlideState  = new PlayerWallSlideState(this, FiniteStateMachine, "wallSlide", _wallSlideStateData);
        WallGrabState   = new PlayerWallGrabState(this, FiniteStateMachine, "wallGrab");
        WallClimbState  = new PlayerWallClimbState(this, FiniteStateMachine, "wallClimb", _wallClimbStateData);
        WallJumpState   = new PlayerWallJumpState(this, FiniteStateMachine, "inAir", _wallJumpStateData);
        LedgeClimbState = new PlayerLedgeClimbState(this, FiniteStateMachine, "ledgeClimbState", _ledgeClimbStateData);

        DashState = new PlayerDashState(this, FiniteStateMachine, "inAir", _dashStateData);
        RollState = new PlayerRollState(this, FiniteStateMachine, "rollState", _rollStateData);

        CrouchIdleState = new PlayerCrouchIdleState(this, FiniteStateMachine, "crouchIdle", _crouchIdleStateData);
        CrouchMoveState = new PlayerCrouchMoveState(this, FiniteStateMachine, "crouchMove", _crouchMoveStateData);

        OnRopeStateAim    = new PlayerOnRopeState_Aim(this, FiniteStateMachine, "idle", _onRopeStateData);
        OnRopeStateAttach = new PlayerOnRopeState_Attach(this, FiniteStateMachine, "inAir", _onRopeStateData);
        OnRopeStateMove   = new PlayerOnRopeState_Move(this, FiniteStateMachine, "inAir", _onRopeStateData);
        OnRopeStateFinish = new PlayerOnRopeState_Finish(this, FiniteStateMachine, "inAir", _onRopeStateData);

        SwordAttackState01 = new PlayerSwordAttackState_01(this, FiniteStateMachine, "swordAttack01", _swordAttackPosition01,
                                                           _swordAttackStateData01);
        SwordAttackState02 = new PlayerSwordAttackState_02(this, FiniteStateMachine, "swordAttack02", _swordAttackPosition02,
                                                           _swordAttackStateData02);
        SwordAttackState03 = new PlayerSwordAttackState_03(this, FiniteStateMachine, "swordAttack03", _swordAttackPosition03,
                                                           _swordAttackStateData03);

        FireArrowShotStateStart = new PlayerBowFireArrowShotState_Start(this, FiniteStateMachine, "bowFireShotStart",
                                                                        _fireArrowShotAttackPosition, _fireArrowShotStateData);
        FireArrowShotStateAim = new PlayerBowFireArrowShotState_Aim(this, FiniteStateMachine, "bowFireShotAim",
                                                                    _fireArrowShotAttackPosition, _fireArrowShotStateData);
        FireArrowShotStateFinish = new PlayerBowFireArrowShotState_Finish(this, FiniteStateMachine, "bowFireShotFinish",
                                                                          _fireArrowShotAttackPosition, _fireArrowShotStateData);

        StunState = new PlayerStunState(this, FiniteStateMachine, "stun", StunStateData);
        DeadState = new PlayerDeadState(this, FiniteStateMachine, "dead", _deadStateData);
    }
Esempio n. 27
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    override protected void InitState()
    {
        base.InitState();



        State attackState = new PlayerAttackState();

        attackState.Init(this);
        _stateDic[eSTATE.ATTACK] = attackState;

        State moveState = new MoveState();

        moveState.Init(this);
        _stateDic[eSTATE.MOVE] = moveState;

        State hitState = new PlayerHitState();

        hitState.Init(this);
        _stateDic[eSTATE.HIT] = hitState;

        State skillOneState = new SkillOne();

        skillOneState.Init(this);
        _stateDic[eSTATE.HIT] = skillOneState;


        State skillTwoState = new SkillTwo();

        skillTwoState.Init(this);
        _stateDic[eSTATE.HIT] = skillTwoState;

        State skillThreeState = new SkillThree();

        skillThreeState.Init(this);
        _stateDic[eSTATE.HIT] = skillThreeState;

        State idleState = new PlayerIdleState();

        idleState.Init(this);
        _stateDic[eSTATE.IDLE] = idleState;
    }
Esempio n. 28
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    public CharacterStateMachine(PlayerController player)
    {
        _player = player;
        CharacterState.Init(player);

        PlayerIdleState      idleState   = new PlayerIdleState();
        PlayerMoveState      moveState   = new PlayerMoveState();
        PlayerAimState       aimState    = new PlayerAimState();
        PlayerAttackingState attackState = new PlayerAttackingState();

        idleState.InitTransitions(moveState, aimState);
        moveState.InitTransitions(idleState, attackState, aimState);
        aimState.InitTransitions(moveState, attackState, idleState);
        attackState.InitTransitions(moveState);

        _allStates.Add(idleState.GetType(), idleState);
        _allStates.Add(moveState.GetType(), moveState);

        _currentState = idleState;
    }
Esempio n. 29
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    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState            = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState            = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState            = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState           = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState            = new PlayerLandState(this, StateMachine, playerData, "land");
        WallClimbState       = new PlayerWallClimbState(this, StateMachine, playerData, "wallClimb");
        WallGrabState        = new PlayerWallGrabState(this, StateMachine, playerData, "wallGrab");
        WallSlideState       = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
        WallJumpState        = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
        LedgeClimbState      = new PlayerLedgeClimbState(this, StateMachine, playerData, "ledgeClimbState");
        DashState            = new PlayerDashState(this, StateMachine, playerData, "inAir");
        CrouchIdleState      = new PlayerCrouchIdleState(this, StateMachine, playerData, "crouchIdle");
        CrouchMoveState      = new PlayerCrouchMoveState(this, StateMachine, playerData, "crouchMove");
        PrimaryAttackState   = new PlayerAttackState(this, StateMachine, playerData, "attack");
        SecondaryAttackState = new PlayerAttackState(this, StateMachine, playerData, "attack");
    }
Esempio n. 30
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    public void InitializePlayerStateMachine()
    {
        idleState        = new PlayerIdleState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        walkState        = new PlayerWalkState(stateMachine, this, AlfAnimationHash.RUN_0, playerData);
        jumpState        = new PlayerJumpState(stateMachine, this, AlfAnimationHash.JUMP_0, playerData);
        inAirState       = new PlayerInAirState(stateMachine, this, AlfAnimationHash.INAIR_0, playerData);
        meleeAttackState = new PlayerMeleeAttackState(stateMachine, this, AlfAnimationHash.ATTACK_0, playerData);
        parryState       = new PlayerParryState(stateMachine, this, AlfAnimationHash.PARRY_1, playerData);
        rollState        = new PlayerRollState(stateMachine, this, AlfAnimationHash.ROLL_0, playerData);
        stunState        = new PlayerStunState(stateMachine, this, AlfAnimationHash.STUN_0, playerData);
        deadState        = new PlayerDeadState(stateMachine, this, AlfAnimationHash.DEAD_0, playerData);
        takeDamageState  = new PlayerTakeDamageState(stateMachine, this, AlfAnimationHash.TAKEDAMAGE_0, playerData);
        wallState        = new PlayerWallState(stateMachine, this, AlfAnimationHash.WALL_0, playerData);
        dashState        = new PlayerDashState(stateMachine, this, AlfAnimationHash.DASH_0, playerData);
        converseState    = new PlayerConverseState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        cinemaState      = new PlayerCinemaState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        ladderState      = new PlayerLadderState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);

        InitializePlayerCooldownTimer();
    }
	public PlayerAnimationSM() {
		StatesTable["Idle"] = new PlayerIdleState();
		StatesTable["Running"] = new PlayerRunningState();
		StatesTable["BasicAttack1"] = new PlayerBasicAttack1State();
	}
    //Unity methods
    void Awake()
    {
        Debug.Log("Player " + playerId + " created.");
        rend = GetComponentInChildren<Renderer>();
        ctrl = GetComponent<CharacterController>();
        voxelization = GetComponent<VoxelizationClient>();

        spawningState = new PlayerSpawningState();
        idleState = new PlayerIdleState();
        longIdleState = new PlayerLongIdleState();
        movingState = new PlayerMovingState();
        dashingState = new PlayerDashingState();
        specialState = new PlayerSpecialState();
        swingingState = new PlayerSwingingState();
        receivingDamageState = new PlayerReceivingDamageState();
        fallingState = new PlayerFallingState();
        dyingState = new PlayerDyingState();

        spawningState.Init(this);
        idleState.Init(this);
        longIdleState.Init(this);
        movingState.Init(this);
        dashingState.Init(this);
        specialState.Init(this);
        swingingState.Init(this);
        receivingDamageState.Init(this);
        fallingState.Init(this);
        dyingState.Init(this);

        currentState = spawningState;

        string player = "";
        switch (playerId)
        {
            case 1: player = "P1"; break;
            case 2: player = "P2"; break;
        }

        moveHorizontal = player + "_Horizontal";
        moveVertical = player + "_Vertical";
        aimHorizontal = player + "_AimHorizontal";
        aimVertical = player + "_AimVertical";
        fire = player + "_Fire";
        dash = player + "_Dash";
        special = player + "_Special";

        playerRayCastMask = LayerMask.GetMask(player + "RayCast");
        animator = GetComponent<Animator>();
    }