Пример #1
0
    public StateMachine(Player player)
    {
        stationaryState  = new StationaryState(player);
        runningState     = new RunningState(player);
        jumpingState     = new JumpingState(player);
        fallingState     = new FallingState(player);
        wallSlidingState = new WallSlidingState(player);
        wallHuggingState = new WallHuggingState(player);

        _currentState = stationaryState;
    }
Пример #2
0
    public void Awake()
    {
        Input      = GetComponent <IPlayerInput>();
        Anim       = GetComponent <IPlayerAnimationManager>();
        RollHitbox = GetComponent <PlayerRollAttackHitbox>();
        DiveHitbox = GetComponent <PlayerDiveAttackHitbox>();
        Motor      = GetComponent <PlayerMotor>();

        Walking         = new WalkingState(this);
        StandardJumping = new StandardJumpingState(this);
        DoubleJumping   = new DoubleJumpingState(this);
        RollJumping     = new RollJumpingState(this);
        SideFlipJumping = new SideFlipJumpingState(this);
        FreeFall        = new FreeFallState(this);
        WallSliding     = new WallSlidingState(this);
        WallJumping     = new WallJumpingState(this);
        Rolling         = new RollingState(this);
        Diving          = new DivingState(this);
        Bonking         = new BonkingState(this);
        GrabbingLedge   = new GrabbingLedgeState(this);

        _allStates = new[]
        {
            Walking,
            FreeFall,
            WallSliding,
            WallJumping,
            Rolling,
            Diving,
            Bonking,
            GrabbingLedge
        };

        // Start in FreeFall
        ChangeState(FreeFall);

        Debug.Log("Jump speed: " + PlayerConstants.STANDARD_JUMP_VSPEED);
    }