コード例 #1
0
    public IState DashingState()
    {
        IState newState = new DashingState(playerController.playerRigidBody, playerController, playerController.jumpVector, playerController.stateMachine);

        Debug.Log("new DashingState created, - " + newState + playerController.playerRigidBody + playerController + playerController.jumpVector + playerController.stateMachine);
        return(newState);
    }
コード例 #2
0
    private void Start()
    {
        playtime = 0;
        pData    = GetComponent <PlayerData>();
        if (File.Exists(selectedProfilePath))
        {
            selectedProfile = File.ReadAllText(selectedProfilePath);
            saveDataPath   += selectedProfile + ".json";
            if (File.Exists(saveDataPath))
            {
                string json = File.ReadAllText(saveDataPath);
                var    dto  = JsonConvert.DeserializeObject <PlayerDTO>(json);
                pData.serializeData = dto.playerSerializeData;
                playtime            = dto.Playtime;
                if (pData.HasCheckPoint)
                {
                    transform.position = new Vector2(pData.PosX, pData.PosY);
                }
            }
        }

        pInput         = new PlayerInput(pData);
        spriteRenderer = GetComponent <SpriteRenderer>();
        audioSource    = GetComponent <AudioSource>();

        #region Initialize States

        IdleState                    = new IdleState(this, pInput, pData, "Idle_Animation");
        RunningState                 = new RunningState(this, pInput, pData, "Running_Animation");
        FallingState                 = new FallingState(this, pInput, pData, "Falling_Animation");
        JumpState                    = new JumpState(this, pInput, pData, "Jump_Animation");
        StartFallingState            = new StartFallingState(this, pInput, pData, "Start_Falling_Animation");
        WallSlideState               = new WallSlideState(this, pInput, pData, "Wall_slide");
        DashingState                 = new DashingState(this, pInput, pData, "Dash_Animation");
        PrimaryAttackState           = new PrimaryAttackState(this, pInput, pData, "Left_swing_attack");
        GroundedSecondaryAttackState = new GroundedSecondaryAttackState(this, pInput, pData, "Right_swing_attack");
        GroundedDownwardAttackState  = new GroundedDownwardAttackState(this, pInput, pData, "Downward");;
        DeathState                   = new DeathState(this, pInput, pData, "Death_Animation");
        CheckPointState              = new CheckPointState(this, pInput, pData, "CheckPoint_Animation");
        WallJumpState                = new WallJumpState(this, pInput, pData, "Jump_Animation");

        currentState = IdleState;

        #endregion Initialize States
    }