void Awake()
    {
        statesManager = GetComponentInParent <CharacterStatesManager>();
        hitEnemyState = new CharacterState(ConstantStrings.HIT_ENEMY, false);

        statesManager.RegisterCharacterState(hitEnemyState.name, hitEnemyState);
    }
Пример #2
0
 void Awake()
 {
     base.Awake();
     statesManager               = GetComponentInParent <CharacterStatesManager>();
     meleeAbilityStats           = GetComponent <MeleeAbilityStats>();
     meleeEffectCollider.enabled = false;
 }
    void Awake()
    {
        statesManager = GetComponentInParent <CharacterStatesManager>();
        hitState      = new CharacterState(ConstantStrings.HIT_STATE, hit);

        statesManager.RegisterCharacterState(hitState.name, hitState);
    }
    // Use this for initialization
    void Awake()
    {
        statesManager = GetComponentInParent <CharacterStatesManager>();
        deathState    = new CharacterState(ConstantStrings.DEATH_STATE, dead);

        statesManager.RegisterCharacterState(deathState.name, deathState);
    }
    // Use this for initialization

    /**
     * Register the states that are managed by each individual script in start.
     */

    void Awake()
    {
        statesManager  = GetComponentInParent <CharacterStatesManager>();
        healthState    = new CharacterState(ConstantStrings.CURRENT_HEALTH, initCurrentHealth);
        maxHealthState = new CharacterState(ConstantStrings.MAX_HEALTH, initMaxHealth);

        statesManager.RegisterCharacterState(healthState.name, healthState);
        statesManager.RegisterCharacterState(maxHealthState.name, maxHealthState);
    }
 private void OnGameSceneLoaded(Scene scene, LoadSceneMode mode)
 {
     if (scene.name == ConstantStrings.MAINGAME_SCENE_NAME)
     {
         player = GameObject.Find("Player");
         playerStatesManager = player.GetComponent <CharacterStatesManager>();
         CharacterState.CharacterStateSubscription deathSubscription = playerStatesManager.GetCharacterStateSubscription(ConstantStrings.DEATH_STATE);
         deathSubscription.OnStateChanged += OnPlayerDeath;
     }
 }
Пример #7
0
    // Use this for initialization
    void Awake()
    {
        player        = GameObject.FindWithTag("Player");
        statesManager = player.GetComponent <CharacterStatesManager>();

        SetupCDRings();

        SetupHealthDisplay();

        SetupScoreDisplay();
    }
Пример #8
0
 void Awake()
 {
     stateManager         = GetComponentInParent <CharacterStatesManager>();
     meleeAttackCastState = new CharacterState(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE, false);
     stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE, meleeAttackCastState);
     hammerThrowCastState = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE, false);
     stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE, hammerThrowCastState);
     jumpState = new CharacterState(ConstantStrings.Enemy.HammerBoss.JUMP_STATE, false);
     stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.JUMP_STATE, jumpState);
     busyState = new CharacterState(ConstantStrings.Enemy.HammerBoss.BUSY_STATE, false);
     stateManager.RegisterCharacterState(ConstantStrings.Enemy.HammerBoss.BUSY_STATE, jumpState);
 }
Пример #9
0
 void Awake()
 {
     statesManager = GetComponentInParent <CharacterStatesManager>();
     hammerThrown  = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROWN, false);
     statesManager.RegisterCharacterState(hammerThrown.name, hammerThrown);
     hammerHitsGround = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HITS_GROUND, false);
     statesManager.RegisterCharacterState(hammerHitsGround.name, hammerHitsGround);
     thrownHammerPosition = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.THROWN_HAMMER_POSITION);
     hammerHitPlayer      = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_PLAYER, false);
     statesManager.RegisterCharacterState(hammerHitPlayer.name, hammerHitPlayer);
     hammerHitEnemy = new CharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_ENEMY, false);
     statesManager.RegisterCharacterState(hammerHitEnemy.name, hammerHitEnemy);
 }
 // Use this for initialization
 void Awake()
 {
     statesManager = GetComponentInParent <CharacterStatesManager>();
 }
 // Use this for initialization
 void Start()
 {
     statesManager = GetComponent <CharacterStatesManager>();
     timeScale     = new CharacterState(ConstantStrings.TIME_SCALE, (float)1);
     statesManager.RegisterCharacterState(timeScale.name, timeScale);
 }
 public void SetPlayerStatesManager(CharacterStatesManager statesManager)
 {
     playerStatesManager = statesManager;
 }