private void Start() { playerIdle = GetComponent <PlayerIdle>(); playerWalking = GetComponent <PlayerWalking>(); playerCrouching = GetComponent <PlayerCrouching>(); playerJumping = GetComponent <PlayerJumping>(); }
public virtual void FsmInit() { fsmManager = new FsmManager((int)PlayerAnimationEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); PlayerAttack1 playerAttack1 = new PlayerAttack1(anim, this); PlayerAttack2 playerAttack2 = new PlayerAttack2(anim, this); PlayerAttack3 playerAttack3 = new PlayerAttack3(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(playerAttack1); fsmManager.AddState(playerAttack2); fsmManager.AddState(playerAttack3); fsmManager.ChangeState((int)PlayerAnimationEnum.Idle); }
override protected void InitState() { base.InitState(); { //State state = new PathFindingIdle(); State state = new PlayerIdle(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new PlayerMove(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new PlayerSelect(); state.Init(this); _stateMap[eStateType.SELECT] = state; } { State state = new PlayerAttack(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } _state = _stateMap[eStateType.IDLE]; _state.Start(); }
// Use this for initialization void Start() { controlMove = transform.GetComponent <CharacterController>(); animator = transform.GetComponentInChildren <Animator>(); animManager = new FSMManager((int)AnimalEnum.MaxValue); PlayerIdle tmpIdle = new PlayerIdle(animator, new AnimalStateBack(AnimalStateChange)); animManager.AddState(tmpIdle); PlayerRun tmpRun = new PlayerRun(animator, new AnimalStateBack(AnimalStateChange)); animManager.AddState(tmpRun); PlayerAttact tmpAttact = new PlayerAttact(animator, new AnimalStateBack(AnimalStateChange)); animManager.AddState(tmpAttact); PlayerBigAttact bigAttact = new PlayerBigAttact(animator, new AnimalStateBack(AnimalStateChange)); animManager.AddState(bigAttact); transform.localEulerAngles = new Vector3(0, 90, 0); }
/// <summary> /// 加载玩家动作 /// </summary> public static SpriteAnimation LoadPlayerIdle(PlayerIdle idle, TexturePackerAtlas atlas) { switch (idle) { case PlayerIdle.Stand: return(new SpriteAnimation(LoadTextureList(atlas, 0, 3))); default: return(null); } }
public void Start() { #region GetComponents player = GetComponent <Player>(); playerMove = GetComponent <PlayerMove>(); playerRotate = GetComponent <PlayerRotate>(); playerEat = GetComponent <PlayerEat>(); playerPlay = GetComponent <PlayerPlay>(); playerIdle = GetComponent <PlayerIdle>(); tweens = GetComponent <Tweens>(); #endregion //player.spawnedPlayer.gameObject.transform.localScale = new Vector3(Random.Range(0, 10), Random.Range(0, 10), Random.Range(0, 10)); }
private void Start() { playerRigidbody = GetComponent <Rigidbody2D>(); animator = GetComponentInChildren <Animator>(); stateMachine = gameObject.AddComponent(typeof(StateMachine)) as StateMachine; idleState = new PlayerIdle(this, stateMachine); hurtState = new PlayerHurt(this, stateMachine); deadState = new PlayerDead(this, stateMachine); bounceVelocity = Vector3.zero; bounceTimer = maxBounceTime; hurtTimer = maxHurtTime; stateMachine.SetState(idleState); mainCamera = Camera.main; transform = gameObject.transform; }
// Use this for initialization void Start() { fm = new FSMManager((int)AnimationEnum.Max); Animator animator = GetComponent <Animator>(); CharacterController characterController = GetComponent <CharacterController>();; PlayerIdle tmpIdle = new PlayerIdle(animator); fm.AddState(tmpIdle); PlayerRun tmpRun = new PlayerRun(animator, characterController); fm.AddState(tmpRun); PlayerAttack tmpAttack = new PlayerAttack(animator, this); fm.AddState(tmpAttack); }
/// <summary> /// Setup the state machine. /// </summary> protected override void MakeFSM() { base.MakeFSM(); PlayerWalk walk = new PlayerWalk(StateID.Walk, this); walk.AddTransition(Transition.DestinationReached, StateID.Idle); walk.AddTransition(Transition.FoundPlayer, StateID.Finished); PlayerIdle idle = new PlayerIdle(StateID.Idle, this); idle.AddTransition(Transition.WalkToDestination, StateID.Walk); idle.AddTransition(Transition.FoundPlayer, StateID.Finished); PlayerFinished finished = new PlayerFinished(StateID.Finished, this.gameObject); fsm.AddState(walk); fsm.AddState(idle); fsm.AddState(finished); }
/// <summary> /// Initializes all the states in the network. /// </summary> private void CreateNetwork() { dead = new PlayerDead(this); idle = new PlayerIdle(this); walking = new PlayerWalking(this); jumping = new PlayerJumping(jumpBufferTime, 0.1f, this); rising = new PlayerRising(this); falling = new PlayerFalling(this, 1f); flipping = new PlayerFlipping(flipTime, flipOffset, this); idle.AddTransition(dead); idle.AddTransition(walking); idle.AddTransition(rising); idle.AddTransition(falling); idle.AddTransition(jumping); idle.AddTransition(flipping); walking.AddTransition(dead); walking.AddTransition(rising); walking.AddTransition(falling); walking.AddTransition(idle); walking.AddTransition(jumping); walking.AddTransition(flipping); jumping.AddTransition(dead); jumping.AddTransition(idle); jumping.AddTransition(rising); jumping.AddTransition(falling); rising.AddTransition(dead); rising.AddTransition(idle); rising.AddTransition(falling); rising.AddTransition(flipping); falling.AddTransition(dead); falling.AddTransition(idle); falling.AddTransition(rising); falling.AddTransition(flipping); flipping.AddTransition(walking); flipping.AddTransition(falling); activeState = idle; }
private void Awake() { fsm = new FSMSystem <PlayerST, PlayerSN> (); var idle = new PlayerIdle(PlayerSN.Idle); idle.AddTransition(PlayerST.InputA, PlayerSN.Run); var run = new PlayerRun(PlayerSN.Run); run.AddTransition(PlayerST.InputB, PlayerSN.Idle); fsm.AddState(idle); fsm.AddState(run); fsm.SetCurrentState(PlayerSN.Idle); Debug.Log(fsm.states.Count); }
public override void FsmInit() { fsmManager = new FsmManager((int)LongRangeEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); LongRangeAttack longRangeAttack = new LongRangeAttack(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(longRangeAttack); fsmManager.ChangeState((int)LongRangeEnum.Idle); }
private void Start() { playerFSM = new FSM(); var idle = new PlayerIdle(E_FSM_State_Type.PlayerIdle, this); var victory = new PlayerVictory(E_FSM_State_Type.PlayerVictory, this); var jump = new PlayerJump(E_FSM_State_Type.PlayerJump, this); var look = new PlayerLook(E_FSM_State_Type.PlayerLook, this); var defeat = new PlayerDefeat(E_FSM_State_Type.PlayerDefeat, this); var Dead = new PlayerDead(E_FSM_State_Type.PlayerDead, this); playerFSM.RegistState(idle); playerFSM.RegistState(victory); playerFSM.RegistState(jump); playerFSM.RegistState(look); playerFSM.RegistState(defeat); playerFSM.RegistState(Dead); playerFSM.Go(idle); FW.MonoMgr.Instance.AddUpdateListener(playerControl.Updates); }
// Start is called before the first frame update private void Start() { defaultState = new PlayerIdle(this); animator = GetComponent <Animator>(); // New line levelSystem = new LevelSystem(); levelWindow = GameObject.Find("GameplayCanvas/LevelWindow").GetComponent <LevelWindow>(); levelWindow.SetLevelSystem(levelSystem); if (myState == null) { myState = defaultState; myState.Enter(); } rb = GetComponent <Rigidbody>(); dodgeAbility.dodgeDuration = -1f; MAX_STAMANA = data.remainingStamana; healthbar = GameObject.Find("GameplayCanvas/HealthBar_BG").GetComponent <HealthbarController>(); stamanaMeter = GameObject.Find("GameplayCanvas/UIDiamonds/StamanaBar/StamanaBarForeground").GetComponent <Image>(); skillTreeWindow = GameObject.Find("GameplayCanvas").GetComponent <SkillTreeWindow>(); }
protected new void Awake() { defaultState = new PlayerIdle(); base.Awake(); }