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;
 }
예제 #2
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 public PlayerState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName)
 {
     Player             = player;
     FiniteStateMachine = playerFiniteStateMachine;
     PlayerData         = playerData;
     AnimationBoolName  = animationBoolName;
 }
예제 #3
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    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);
    }
예제 #4
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    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);
    }
예제 #5
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 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)
 {
 }
예제 #7
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 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);
 }
예제 #9
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 public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName)
     : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
     _amountOfJumpsLeft = PlayerData.amountOfJumps;
 }
예제 #10
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 public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerJumpState jumpStateData)
     : base(player, playerFiniteStateMachine, animationBoolName)
 {
     _jumpStateData     = jumpStateData;
     _amountOfJumpsLeft = _jumpStateData.amountOfJumps;
 }
예제 #11
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 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>();
 }
예제 #12
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 public PlayerSwordAttackState_02(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition,
                                  D_PlayerSwordAttackState swordAttackStateData) : base(player, playerFiniteStateMachine, animationBoolName, attackPosition, swordAttackStateData)
 {
 }
예제 #13
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 public PlayerBowFireArrowShotState_Finish(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition,
                                           D_PlayerBowArrowShotState playerFireArrowShotData) : base(player, playerFiniteStateMachine, animationBoolName, attackPosition, playerFireArrowShotData)
 {
 }
예제 #14
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 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;
 }
예제 #16
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 public PlayerAttackState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, Transform attackPosition)
     : base(player, playerFiniteStateMachine, animationBoolName)
 {
     AttackPosition = attackPosition;
 }
예제 #17
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 public PlayerMoveState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerMoveState moveStateData)
     : base(player, playerFiniteStateMachine, animationBoolName)
 {
     _moveStateData = moveStateData;
 }
예제 #18
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 public PlayerGroundedState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName)
     : base(player, playerFiniteStateMachine, animationBoolName)
 {
 }
예제 #19
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 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;
 }
예제 #21
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 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;
 }
예제 #23
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 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)
 {
 }
예제 #26
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 public PlayerIdleState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, string animationBoolName, D_PlayerIdleState idleStateData)
     : base(player, playerFiniteStateMachine, animationBoolName)
 {
     _idleStateData = idleStateData;
 }