public CRT_State(CRT_StateManager myStateManager, CRT_Boss thisBoss, string name, CRT_State previous) { SM = myStateManager; Boss = thisBoss; Name = name; Previous = previous; }
public CRT_State(CRT_StateManager myStateManager, CRT_Boss thisBoss, string name, float dur) { SM = myStateManager; Boss = thisBoss; Name = name; Duration = dur; }
public CRT_State(CRT_StateManager myStateManager, CRT_Boss thisBoss, string name, float dur, float prepDur, float cooldown, bool isBlockable) { SM = myStateManager; Boss = thisBoss; Name = name; Duration = dur; PrepDuration = prepDur; Cooldown = cooldown; this.isBlockable = isBlockable; }
private void Start() { Main_SM = this; Boss = this.GetComponent <CRT_Boss>(); player = FindObjectOfType <Player>(); Idle = new CRT_State_Idle(Main_SM, Boss, "Idle", Boss.TimeBetweenAttacks_P1); PrepareAttack = new CRT_State_PrepareAttack(Main_SM, Boss, "Prepare", 0); Stunned = new CRT_State_Stunned(Main_SM, Boss, "Stunned", Boss.StunnedDuration); Dead = new CRT_State_Dead(Main_SM, Boss, "Dead", 0); SingleAttack_normal = new CRT_State_Attack(Main_SM, Boss, "Single", Boss.SingleDuration_norm, Boss.SingleDuration_normPrep, Boss.SingleCooldown_norm, true); SingleAttack_quick = new CRT_State_Attack(Main_SM, Boss, "Single", Boss.SingleDuration_quick, Boss.SingleDuration_quickPrep, Boss.SingleCooldown_quick, true); SingleAttack_long = new CRT_State_Attack(Main_SM, Boss, "Single", Boss.SingleDuration_long, Boss.SingleDuration_longPrep, Boss.SingleCooldown_long, true); DoubleAttack_hoz = new CRT_State_Attack(Main_SM, Boss, "DoubleHoz", Boss.DoubleDuration_norm, Boss.DoubleDuration_normPrep, Boss.DoubleCooldown_norm, true); DoubleAttack_ver = new CRT_State_Attack(Main_SM, Boss, "DoubleVer", Boss.DoubleDuration_norm, Boss.DoubleDuration_normPrep, Boss.DoubleCooldown_norm, true); AllAttack_simul = new CRT_State_Attack(Main_SM, Boss, "AllSimul", Boss.AllDuration_norm, Boss.AllDuration_normPrep, Boss.AllCooldown_norm, true); attackStateList = new CRT_State[] { SingleAttack_normal, DoubleAttack_hoz, DoubleAttack_ver, AllAttack_simul }; ComboState = new CRT_State_Combo(Main_SM, Boss, "Combo", Idle); Attack_1 = new CRT_State[] { SingleAttack_normal }; Attack_2_h = new CRT_State[] { DoubleAttack_hoz }; Attack_2_v = new CRT_State[] { DoubleAttack_ver }; Attack_3 = new CRT_State[] { AllAttack_simul }; Combo_1 = new CRT_State[] { SingleAttack_normal, SingleAttack_normal, DoubleAttack_hoz }; Combo_2 = new CRT_State[] { SingleAttack_normal, SingleAttack_normal, SingleAttack_normal }; Combo_3 = new CRT_State[] { SingleAttack_normal, SingleAttack_normal, SingleAttack_normal, SingleAttack_normal }; Combo_4 = new CRT_State[] { DoubleAttack_hoz, DoubleAttack_hoz, AllAttack_simul }; Combo_5 = new CRT_State[] { DoubleAttack_hoz, SingleAttack_normal, SingleAttack_normal, DoubleAttack_hoz, SingleAttack_normal }; Combo_6 = new CRT_State[] { DoubleAttack_ver, DoubleAttack_ver, DoubleAttack_hoz, DoubleAttack_hoz, AllAttack_simul }; Combo_7 = new CRT_State[] { DoubleAttack_ver, SingleAttack_normal, SingleAttack_normal, DoubleAttack_hoz, SingleAttack_normal, SingleAttack_normal }; Combo_8 = new CRT_State[] { AllAttack_simul, SingleAttack_normal, SingleAttack_normal, SingleAttack_normal, DoubleAttack_hoz }; // PHASE 1: MOVE LIST MovesList_1 = new CRT_State[][] { Attack_1, Attack_2_v, Combo_1, Combo_2 }; // PHASE 2: MOVE LIST MovesList_2 = new CRT_State[][] { Attack_3, Combo_1, Combo_2, Combo_3, Combo_4 }; // PHASE 2: MOVE LIST MovesList_3 = new CRT_State[][] { Combo_4, Combo_5, Combo_6, Combo_7, Combo_8 }; /*MovesList_1 = new CRT_State[][] { Attack_1 }; * // PHASE 2: MOVE LIST * MovesList_2 = new CRT_State[][] { Attack_1 }; * // PHASE 2: MOVE LIST * MovesList_3 = new CRT_State[][] { Attack_1 };*/ ChangeState(Idle); // Starting state is idle currentAnimationState = AnimationState.CRT_Idle; }
public CRT_State_Stunned(CRT_StateManager myStateManager, CRT_Boss myBoss, string myName, float myDur) : base(myStateManager, myBoss, myName, myDur) { }
public CRT_State_Combo(CRT_StateManager myStateManager, CRT_Boss myBoss, string myName, CRT_State myPrev) : base(myStateManager, myBoss, myName, myPrev) { }
public CRT_State_PrepareAttack(CRT_StateManager myStateManager, CRT_Boss myBoss, string myName, float myDur) : base(myStateManager, myBoss, myName, myDur) { }
public CRT_State_Attack(CRT_StateManager myStateManager, CRT_Boss myBoss, string myName, float myDur, float myPrepDur, float myCd, bool myBlock) : base(myStateManager, myBoss, myName, myDur, myPrepDur, myCd, myBlock) { }