public PlayerBowFireArrowShotState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition) { PlayerFireArrowShotData = playerFireArrowShotData; CanShot = true; }
public PlayerState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) { Player = player; FiniteStateMachine = playerFiniteStateMachine; PlayerData = playerData; AnimationBoolName = animationBoolName; }
private void Awake() { FiniteStateMachine = new PlayerFiniteStateMachine(); SkillManager = new PlayerSkillsManager(); StatsManager = new PlayerStatsManager(_playerStatsData); IdleState = new PlayerIdleState(this, FiniteStateMachine, "idle", _idleStateData); MoveState = new PlayerMoveState(this, FiniteStateMachine, "move", _moveStateData); LandState = new PlayerLandState(this, FiniteStateMachine, "land"); JumpState = new PlayerJumpState(this, FiniteStateMachine, "inAir", _jumpStateData); InAirState = new PlayerInAirState(this, FiniteStateMachine, "inAir", _inAirStateData); WallSlideState = new PlayerWallSlideState(this, FiniteStateMachine, "wallSlide", _wallSlideStateData); WallGrabState = new PlayerWallGrabState(this, FiniteStateMachine, "wallGrab"); WallClimbState = new PlayerWallClimbState(this, FiniteStateMachine, "wallClimb", _wallClimbStateData); WallJumpState = new PlayerWallJumpState(this, FiniteStateMachine, "inAir", _wallJumpStateData); LedgeClimbState = new PlayerLedgeClimbState(this, FiniteStateMachine, "ledgeClimbState", _ledgeClimbStateData); DashState = new PlayerDashState(this, FiniteStateMachine, "inAir", _dashStateData); RollState = new PlayerRollState(this, FiniteStateMachine, "rollState", _rollStateData); CrouchIdleState = new PlayerCrouchIdleState(this, FiniteStateMachine, "crouchIdle", _crouchIdleStateData); CrouchMoveState = new PlayerCrouchMoveState(this, FiniteStateMachine, "crouchMove", _crouchMoveStateData); OnRopeStateAim = new PlayerOnRopeState_Aim(this, FiniteStateMachine, "idle", _onRopeStateData); OnRopeStateAttach = new PlayerOnRopeState_Attach(this, FiniteStateMachine, "inAir", _onRopeStateData); OnRopeStateMove = new PlayerOnRopeState_Move(this, FiniteStateMachine, "inAir", _onRopeStateData); OnRopeStateFinish = new PlayerOnRopeState_Finish(this, FiniteStateMachine, "inAir", _onRopeStateData); SwordAttackState01 = new PlayerSwordAttackState_01(this, FiniteStateMachine, "swordAttack01", _swordAttackPosition01, _swordAttackStateData01); SwordAttackState02 = new PlayerSwordAttackState_02(this, FiniteStateMachine, "swordAttack02", _swordAttackPosition02, _swordAttackStateData02); SwordAttackState03 = new PlayerSwordAttackState_03(this, FiniteStateMachine, "swordAttack03", _swordAttackPosition03, _swordAttackStateData03); FireArrowShotStateStart = new PlayerBowFireArrowShotState_Start(this, FiniteStateMachine, "bowFireShotStart", _fireArrowShotAttackPosition, _fireArrowShotStateData); FireArrowShotStateAim = new PlayerBowFireArrowShotState_Aim(this, FiniteStateMachine, "bowFireShotAim", _fireArrowShotAttackPosition, _fireArrowShotStateData); FireArrowShotStateFinish = new PlayerBowFireArrowShotState_Finish(this, FiniteStateMachine, "bowFireShotFinish", _fireArrowShotAttackPosition, _fireArrowShotStateData); StunState = new PlayerStunState(this, FiniteStateMachine, "stun", StunStateData); DeadState = new PlayerDeadState(this, FiniteStateMachine, "dead", _deadStateData); }
private void Awake() { FiniteStateMachine = new PlayerFiniteStateMachine(); IdleState = new PlayerIdleState(this, FiniteStateMachine, _playerData, "idle"); MoveState = new PlayerMoveState(this, FiniteStateMachine, _playerData, "move"); LandState = new PlayerLandState(this, FiniteStateMachine, _playerData, "land"); JumpState = new PlayerJumpState(this, FiniteStateMachine, _playerData, "inAir"); InAirState = new PlayerInAirState(this, FiniteStateMachine, _playerData, "inAir"); WallSlideState = new PlayerWallSlideState(this, FiniteStateMachine, _playerData, "wallSlide"); WallGrabState = new PlayerWallGrabState(this, FiniteStateMachine, _playerData, "wallGrab"); WallClimbState = new PlayerWallClimbState(this, FiniteStateMachine, _playerData, "wallClimb"); WallJumpState = new PlayerWallJumpState(this, FiniteStateMachine, _playerData, "inAir"); LedgeClimbState = new PlayerLedgeClimbState(this, FiniteStateMachine, _playerData, "ledgeClimbState"); DashState = new PlayerDashState(this, FiniteStateMachine, _playerData, "inAir"); CrouchIdleState = new PlayerCrouchIdleState(this, FiniteStateMachine, _playerData, "crouchIdle"); CrouchMoveState = new PlayerCrouchMoveState(this, FiniteStateMachine, _playerData, "crouchMove"); OnRopeStateAim = new PlayerOnRopeState_Aim(this, FiniteStateMachine, _playerData, "idle"); OnRopeStateAttach = new PlayerOnRopeState_Attach(this, FiniteStateMachine, _playerData, "inAir"); OnRopeStateMove = new PlayerOnRopeState_Move(this, FiniteStateMachine, _playerData, "inAir"); OnRopeStateFinish = new PlayerOnRopeState_Finish(this, FiniteStateMachine, _playerData, "inAir"); // TODO: Attack states using unnecessary Player Data SwordAttackState01 = new PlayerSwordAttackState_01(this, FiniteStateMachine, _playerData, "swordAttack01", _swordAttackPosition01, _playerSwordAttackData01); SwordAttackState02 = new PlayerSwordAttackState_02(this, FiniteStateMachine, _playerData, "swordAttack02", _swordAttackPosition02, _playerSwordAttackData02); SwordAttackState03 = new PlayerSwordAttackState_03(this, FiniteStateMachine, _playerData, "swordAttack03", _swordAttackPosition03, _playerSwordAttackData03); FireArrowShotStateStart = new PlayerBowFireArrowShotState_Start(this, FiniteStateMachine, _playerData, "bowFireShotStart", _fireArrowShotAttackPosition, _playerFireArrowShotData); FireArrowShotStateAim = new PlayerBowFireArrowShotState_Aim(this, FiniteStateMachine, _playerData, "bowFireShotAim", _fireArrowShotAttackPosition, _playerFireArrowShotData); FireArrowShotStateFinish = new PlayerBowFireArrowShotState_Finish(this, FiniteStateMachine, _playerData, "bowFireShotFinish", _fireArrowShotAttackPosition, _playerFireArrowShotData); }
public PlayerRollState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerRollState rollStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _rollStateData = rollStateData; }
public PlayerOnRopeState_Finish(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerOnRopeState onRopeStateData) : base(player, playerFiniteStateMachine, animationBoolName, onRopeStateData) { }
public PlayerWallSlideState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerWallSlideState wallSlideData) : base(player, playerFiniteStateMachine, animationBoolName) { _wallSlideData = wallSlideData; }
public PlayerBowFireArrowShotState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerFireArrowShotData) { InitializeAimingPointsArray(attackPosition, playerFireArrowShotData); }
public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { _amountOfJumpsLeft = PlayerData.amountOfJumps; }
public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerJumpState jumpStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _jumpStateData = jumpStateData; _amountOfJumpsLeft = _jumpStateData.amountOfJumps; }
public PlayerOnRopeState_Move(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerOnRopeState onRopeStateData) : base(player, playerFiniteStateMachine, animationBoolName, onRopeStateData) { RopePositions = new List <Vector2>(); _wrapPointsLookup = new Dictionary <Vector2, int>(); }
public PlayerSwordAttackState_02(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition, D_PlayerSwordAttackState swordAttackStateData) : base(player, playerFiniteStateMachine, animationBoolName, attackPosition, swordAttackStateData) { }
public PlayerBowFireArrowShotState_Finish(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotState playerFireArrowShotData) : base(player, playerFiniteStateMachine, animationBoolName, attackPosition, playerFireArrowShotData) { }
public PlayerDashState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerDashState dashStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _dashStateData = dashStateData; }
public PlayerSwordAttackState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerSwordAttackData playerSwordAttackData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition) { _playerSwordAttackData = playerSwordAttackData; }
public PlayerAttackState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition) : base(player, playerFiniteStateMachine, animationBoolName) { AttackPosition = attackPosition; }
public PlayerMoveState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerMoveState moveStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _moveStateData = moveStateData; }
public PlayerGroundedState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName) : base(player, playerFiniteStateMachine, animationBoolName) { }
public PlayerWallGrabState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName) : base(player, playerFiniteStateMachine, animationBoolName) { }
public PlayerCrouchIdleState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerCrouchIdleState crouchIdleStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _crouchIdleStateData = crouchIdleStateData; }
public PlayerOnRopeState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { }
public PlayerAbilityState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName) : base(player, playerFiniteStateMachine, animationBoolName) { IsAbilityDone = true; }
public PlayerStunState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerStunState stunStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _stunStateData = stunStateData; }
public PlayerWallSlideState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { }
public PlayerTouchingWallState(Player Player, PlayerFiniteStateMachine FiniteStateMachine, D_PlayerData PlayerData, string _animationBoolName) : base(Player, FiniteStateMachine, PlayerData, _animationBoolName) { }
public PlayerIdleState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerIdleState idleStateData) : base(player, playerFiniteStateMachine, animationBoolName) { _idleStateData = idleStateData; }