コード例 #1
0
 public PlayerState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data)
 {
     this.stateMachine    = stateMachine;
     this.player          = player;
     this.animCodeDefault = this.animCode = defaultAnimCode;
     this.data            = data;
 }
コード例 #2
0
    public void InitPlayerRuntimeData(D_PlayerStateMachine playerData)
    {
        currentHitPoints   = playerData.PD_maxHitPoint;
        currentStunPoints  = playerData.PD_maxStunPoint;
        currentDecayPoints = 0f;
        currentSceneCode   = SceneCode.Gulch_Main;
        lastLittleSunID    = -1;
        playerStock        = new PlayerStock(new List <ItemData.WeaponRuntimeData>(), new List <ItemData.WearableRuntimeData>(),
                                             new List <ItemData.ConsumableRuntimeData>(), new List <ItemData.KeyItemRuntimeData>());

        for (int i = 0; i < (int)ItemData.Weapon.Count; ++i)
        {
            playerStock.Pick(new ItemData.WeaponRuntimeData((ItemData.Weapon)i, i % 3));
        }

        for (int i = 0; i < (int)ItemData.Wearable.Count; ++i)
        {
            playerStock.Pick(new ItemData.WearableRuntimeData((ItemData.Wearable)i));
        }

        for (int i = 0; i < (int)ItemData.Consumable.Count; ++i)
        {
            playerStock.Pick(new ItemData.ConsumableRuntimeData((ItemData.Consumable)i, i * 10 % 99 + 1));
        }

        for (int i = 0; i < (int)ItemData.Consumable.Count; ++i)
        {
            playerStock.Pick(new ItemData.ConsumableRuntimeData((ItemData.Consumable)i, i * 10 % 99 + 1));
        }

        for (int i = 0; i < (int)ItemData.Consumable.Count; ++i)
        {
            playerStock.Pick(new ItemData.ConsumableRuntimeData((ItemData.Consumable)i, i * 10 % 99 + 1));
        }

        for (int i = 0; i < (int)ItemData.KeyItem.Count; ++i)
        {
            playerStock.Pick(new ItemData.KeyItemRuntimeData((ItemData.KeyItem)i));
        }

        // use default weapon and none wearables
        playerSlot = new PlayerSlot(0, 0, 1);
    }
コード例 #3
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 // sprotected bool isCasting;
 public PlayerMagicAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     magicCooldownTimer = -1f;
 }
コード例 #4
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 public PlayerWakeupState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     this.GM = GameObject.Find("GameManager")?.GetComponent <GameManager>();
 }
コード例 #5
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 public PlayerBowAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     this.bowCoolDownTimer = -1;
 }
コード例 #6
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 public PlayerCinemaState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     SetCanBePaused(false);
 }
コード例 #7
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 public PlayerParryState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     parryCoolDownTimer = -1f;
 }
コード例 #8
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 public PlayerTakeDamageState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     // SetTakeDamageTime()
     SetTakeDamageTime(data.TDS_takeDamageDuration);
 }
コード例 #9
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 public PlayerWallState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     ResetWallJumpAmountLeft();
 }
コード例 #10
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 public PlayerMeleeAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     this.attackCooldownTimer = -1f;
 }
コード例 #11
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 public PlayerGroundState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
 }
コード例 #12
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 public PlayerLadderState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) :
     base(stateMachine, player, defaultAnimCode, data)
 {
 }
コード例 #13
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 public PlayerDashState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     ResetDashAmountLeft();
     dashCoolDownTimer = -1;
 }
コード例 #14
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 public PlayerJumpState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     ResetJumpAmountLeft();
 }
コード例 #15
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 public PlayerDeadState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data)
 {
     GM = GameObject.Find("GameManager")?.GetComponent <GameManager>();
     SetCanBePaused(false);
 }
コード例 #16
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 public PlayerRollState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     rollCoolDownTimer = -1f;
 }
コード例 #17
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 public PlayerStunState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data)
 {
     player.Anim.SetBool("stun", true);
     ResetControlVariables();
 }