// Use this for initialization /** * Register the states that are managed by each individual script in start. */ void Awake() { statesManager = GetComponentInParent <CharacterStatesManager>(); healthState = new CharacterState(ConstantStrings.CURRENT_HEALTH, initCurrentHealth); maxHealthState = new CharacterState(ConstantStrings.MAX_HEALTH, initMaxHealth); statesManager.RegisterCharacterState(healthState.name, healthState); statesManager.RegisterCharacterState(maxHealthState.name, maxHealthState); }
void Awake() { stateManager = GetComponentInParent <CharacterStatesManager>(); meleeAttackCastState = new CharacterState(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE, false); stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE, meleeAttackCastState); hammerThrowCastState = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE, false); stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE, hammerThrowCastState); jumpState = new CharacterState(ConstantStrings.Enemy.HammerBoss.JUMP_STATE, false); stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.JUMP_STATE, jumpState); busyState = new CharacterState(ConstantStrings.Enemy.HammerBoss.BUSY_STATE, false); stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.BUSY_STATE, jumpState); }
void Awake() { statesManager = GetComponentInParent <CharacterStatesManager>(); hammerThrown = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROWN, false); statesManager.RegisterCharacterState(hammerThrown.name, hammerThrown); hammerHitsGround = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HITS_GROUND, false); statesManager.RegisterCharacterState(hammerHitsGround.name, hammerHitsGround); thrownHammerPosition = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.THROWN_HAMMER_POSITION); hammerHitPlayer = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_PLAYER, false); statesManager.RegisterCharacterState(hammerHitPlayer.name, hammerHitPlayer); hammerHitEnemy = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_ENEMY, false); statesManager.RegisterCharacterState(hammerHitEnemy.name, hammerHitEnemy); }
void Awake() { statesManager = GetComponentInParent <CharacterStatesManager>(); hitEnemyState = new CharacterState(ConstantStrings.HIT_ENEMY, false); statesManager.RegisterCharacterState(hitEnemyState.name, hitEnemyState); }
void Awake() { statesManager = GetComponentInParent <CharacterStatesManager>(); hitState = new CharacterState(ConstantStrings.HIT_STATE, hit); statesManager.RegisterCharacterState(hitState.name, hitState); }
// Use this for initialization void Awake() { statesManager = GetComponentInParent <CharacterStatesManager>(); deathState = new CharacterState(ConstantStrings.DEATH_STATE, dead); statesManager.RegisterCharacterState(deathState.name, deathState); }
private void GetAllAbilityTimers() { lightAttackCooldownTime = lightAttack.GetComponent <SpellStats>().GetCooldownTime(); heavyAttackCooldownTime = heavyAttack.GetComponent <SpellStats>().GetCooldownTime(); utilityAbilityCooldownTime = utilityAbility.GetComponent <SpellStats>().GetCooldownTime(); if (lightAttackCooldownState == null) { lightAttackCooldownState = new CharacterState( ConstantStrings.LIGHT_ATTACK_COOLDOWN, new float[] { lightAttackCooldownTime, 0 }); statesManager.RegisterCharacterState(lightAttackCooldownState.name, lightAttackCooldownState); heavyAttackCooldownState = new CharacterState( ConstantStrings.HEAVY_ATTACK_COOLDOWN, new float[] { lightAttackCooldownTime, 0 }); statesManager.RegisterCharacterState(heavyAttackCooldownState.name, heavyAttackCooldownState); utilityAbilityCooldownState = new CharacterState( ConstantStrings.UTILITY_COOLDOWN, new float[] { lightAttackCooldownTime, 0 }); statesManager.RegisterCharacterState(utilityAbilityCooldownState.name, utilityAbilityCooldownState); } else { lightAttackCooldownState.SetState( new float[] { lightAttackCooldownTime, 0 }); heavyAttackCooldownState.SetState( new float[] { heavyAttackCooldownTime, 0 }); utilityAbilityCooldownState.SetState( new float[] { utilityAbilityCooldownTime, 0 }); } //lightAttackCooldown = // new double[]{lightAttack.GetComponent<SpellStats> ().GetCooldownTime (), 0}; //heavyAttackCooldown = // new double[]{heavyAttack.GetComponent<SpellStats> ().GetCooldownTime (), 0}; //utilityAbilityCooldown = //new double[]{utilityAbility.GetComponent<SpellStats> ().GetCooldownTime (), 0}; }
// Use this for initialization void Start() { statesManager = GetComponent <CharacterStatesManager>(); timeScale = new CharacterState(ConstantStrings.TIME_SCALE, (float)1); statesManager.RegisterCharacterState(timeScale.name, timeScale); }