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; }
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); }
// sprotected bool isCasting; public PlayerMagicAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { magicCooldownTimer = -1f; }
public PlayerWakeupState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { this.GM = GameObject.Find("GameManager")?.GetComponent <GameManager>(); }
public PlayerBowAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { this.bowCoolDownTimer = -1; }
public PlayerCinemaState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { SetCanBePaused(false); }
public PlayerParryState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { parryCoolDownTimer = -1f; }
public PlayerTakeDamageState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { // SetTakeDamageTime() SetTakeDamageTime(data.TDS_takeDamageDuration); }
public PlayerWallState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { ResetWallJumpAmountLeft(); }
public PlayerMeleeAttackState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { this.attackCooldownTimer = -1f; }
public PlayerGroundState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { }
public PlayerLadderState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { }
public PlayerDashState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { ResetDashAmountLeft(); dashCoolDownTimer = -1; }
public PlayerJumpState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { ResetJumpAmountLeft(); }
public PlayerDeadState(PlayerStateMachine stateMachine, Player player, int defaultAnimCode, D_PlayerStateMachine data) : base(stateMachine, player, defaultAnimCode, data) { GM = GameObject.Find("GameManager")?.GetComponent <GameManager>(); SetCanBePaused(false); }
public PlayerRollState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { rollCoolDownTimer = -1f; }
public PlayerStunState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { player.Anim.SetBool("stun", true); ResetControlVariables(); }