Esempio n. 1
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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. 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);
 }
    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");
    }
Esempio n. 4
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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. 5
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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. 6
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    private void Awake()
    {
        FiniteStateMachine = new PlayerFiniteStateMachine();

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

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

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

        DashState = new PlayerDashState(this, FiniteStateMachine, _playerData, "inAir");

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

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

        // TODO: Attack states using unnecessary Player Data
        SwordAttackState01 = new PlayerSwordAttackState_01(this, FiniteStateMachine, _playerData, "swordAttack01", _swordAttackPosition01,
                                                           _playerSwordAttackData01);
        SwordAttackState02 = new PlayerSwordAttackState_02(this, FiniteStateMachine, _playerData, "swordAttack02", _swordAttackPosition02,
                                                           _playerSwordAttackData02);
        SwordAttackState03 = new PlayerSwordAttackState_03(this, FiniteStateMachine, _playerData, "swordAttack03", _swordAttackPosition03,
                                                           _playerSwordAttackData03);
        FireArrowShotStateStart = new PlayerBowFireArrowShotState_Start(this, FiniteStateMachine, _playerData, "bowFireShotStart",
                                                                        _fireArrowShotAttackPosition, _playerFireArrowShotData);
        FireArrowShotStateAim = new PlayerBowFireArrowShotState_Aim(this, FiniteStateMachine, _playerData, "bowFireShotAim",
                                                                    _fireArrowShotAttackPosition, _playerFireArrowShotData);
        FireArrowShotStateFinish = new PlayerBowFireArrowShotState_Finish(this, FiniteStateMachine, _playerData, "bowFireShotFinish",
                                                                          _fireArrowShotAttackPosition, _playerFireArrowShotData);
    }
        private void Awake()
        {
            _stateMachine    = new PlayerStateMachine();
            CombatController = new CombatController();

            IdleState        = new PlayerIdleState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_IDLE_2_HASH);
            MoveState        = new PlayerMoveState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_RUN_2_HASH);
            JumpState        = new PlayerJumpState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_JUMP_HASH);
            InAirState       = new PlayerInAirState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_AIR_HASH);
            LandState        = new PlayerLandState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_LAND_HASH);
            WallSlideState   = new PlayerWallSlideState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_WALL_SLIDING_HASH);
            LedgeClimbState  = new PlayerLedgeClimbState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_LEDGE_GRAB_HASH);
            LedgeJumpState   = new PlayerLedgeJumpState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_LEDGE_JUMP_HASH);
            CrouchIdleState  = new PlayerCrouchIdleState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_CROUCH_IDLE_HASH);
            CrouchMoveState  = new PlayerCrouchMoveState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_CROUCH_WALK_HASH);
            SwordAttackState = new PlayerSwordAttackState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_ATTACK_1_HASH, 3);
            HandAttackState  = new PlayerHandAttackState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_PUNCH_1_HASH, 5);
            AirAttackState   = new PlayerAirAttackState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_AIR_ATTACK_1_HASH, 2);
            SlideState       = new PlayerSlideState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_SLIDE_HASH);
            ItemState        = new PlayerItemState(this, _stateMachine, _playerData, AnimationConstants.PLAYER_USE_ITEM_HASH);
        }
Esempio n. 8
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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");
        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");
        DashState       = new PlayerDashState(this, StateMachine, playerData, "inAir");
        CrouchIdleState = new PlayerCrouchIdleState(this, StateMachine, playerData, "crouchIdle");
        CrouchMoveState = new PlayerCrouchMoveState(this, StateMachine, playerData, "crouchMove");
        InjuredState    = new PlayerInjuredState(this, StateMachine, playerData, "injured");
        DeadState       = new PlayerDeadState(this, StateMachine, playerData, "dead");
        KickState       = new PlayerKickState(this, StateMachine, playerData, "kick");
        SlideKickState  = new PlayerSlideKickState(this, StateMachine, playerData, "slideKick");
        RollState       = new PlayerRollState(this, StateMachine, playerData, "roll");
    }