示例#1
0
 private void Awake()
 {
     _player = GetComponent <Player>();
     // grounded
     IdleState       = new PlayerIdleState(this, _player);
     MoveState       = new PlayerMoveState(this, _player);
     JumpState       = new PlayerJumpState(this, _player);
     LandState       = new PlayerLandState(this, _player);
     CrouchState     = new PlayerCrouchState(this, _player);
     CrouchMoveState = new PlayerCrouchMoveState(this, _player);
     // air
     AirJumpState = new PlayerAirJumpState(this, _player);
     FallingState = new PlayerFallingState(this, _player);
     // wall
     WallSlideState = new PlayerWallSlideState(this, _player);
     WallGrabState  = new PlayerWallGrab(this, _player);
     WallClimbState = new PlayerWallClimbState(this, _player);
     WallJumpState  = new PlayerWallJumpState(this, _player);
     // ledge
     LedgeClimbState = new PlayerLedgeClimbState(this, _player);
     // abilities
     DashState = new PlayerDashState(this, _player);
     // attacks
     GroundAttackState = new PlayerGroundAttackState(this, _player);
     AirAttackState    = new PlayerAirAttackState(this, _player);
     WallAttackState   = new PlayerWallAttackState(this, _player);
     BounceAttackState = new PlayerBounceAttackState(this, _player);
 }
示例#2
0
    private void Awake()
    {
        instance = this;

        StateMachine = new PlayerStateMachine();

        IdleState           = new PlayerIdleState(this, StateMachine, "idle");
        MoveState           = new PlayerMoveState(this, StateMachine, "move");
        JumpState           = new PlayerJumpState(this, StateMachine, "inAir");
        InAirState          = new PlayerInAirState(this, StateMachine, "inAir");
        LandState           = new PlayerLandState(this, StateMachine, "land");
        WallSlideState      = new PlayerWallSlideState(this, StateMachine, "wallSlide");
        WallJumpState       = new PlayerWallJumpState(this, StateMachine, "inAir");
        LedgeClimbState     = new PlayerLedgeClimbState(this, StateMachine, "ledgeClimbState");
        DashState           = new PlayerDashState(this, StateMachine, "dash");
        SlideState          = new PlayerSlideState(this, StateMachine, "slide");
        HurtState           = new PlayerHurtState(this, StateMachine, "hurt");
        SwordComboState     = new PlayerSwordComboState(this, StateMachine, "swordCombo");
        KnockDownState      = new PlayerKnockDownState(this, StateMachine, "knockdown");
        GetUpState          = new PlayerGetUpState(this, StateMachine, "getUp");
        KickComboState      = new PlayerKickComboState(this, StateMachine, "kickCombo");
        MagicStrongState    = new PlayerMagicStrongState(this, StateMachine, "strongCast");
        WeakMagicState      = new PlayerWeakMagicState(this, StateMachine, "weakCast");
        FullPowerMagicState = new PlayerFullPowerMagicState(this, StateMachine, "fullPowerMagicCast");
        DeadState           = new PlayerDeadState(this, StateMachine, "dead");
        FlyingKickState     = new PlayerFlyingKickState(this, StateMachine, "flyingKick");
    }
示例#3
0
    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState   = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState   = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState   = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState  = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState   = new PlayerLandState(this, StateMachine, playerData, "idle");
        DashState   = new PlayerDashState(this, StateMachine, playerData, "inAir");
        AttackState = new PlayerAttackState(this, StateMachine, playerData, "attack");
    }
示例#4
0
    private void Awake()
    {
        stateMachine = new PlayerStateMachine();

        idleState       = new PlayerIdleState(this, stateMachine, playerData, "Idle");
        moveState       = new PlayerMoveState(this, stateMachine, playerData, "Move");
        jumpState       = new PlayerJumpState(this, stateMachine, playerData, "InAir");
        inAirState      = new PlayerInAirState(this, stateMachine, playerData, "InAir");
        landState       = new PlayerLandState(this, stateMachine, playerData, "Land");
        dashState       = new PlayerDashState(this, stateMachine, playerData, "InAir");
        crouchIdleState = new PlayerCrouchIdleState(this, stateMachine, playerData, "IdleCrouch");
        crouchMoveState = new PlayerCrouchState(this, stateMachine, playerData, "MoveCrouch");
        primAtkState    = new PlayerPrimAtkState(this, stateMachine, playerData, "PrimAttack");
    }
示例#5
0
    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);
    }
示例#6
0
    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState       = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState       = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState       = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState      = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState       = new PlayerLandState(this, StateMachine, playerData, "land");
        WallSlideState  = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
        WallGrabState   = new PlayerWallGrabState(this, StateMachine, playerData, "wallGrab");
        WallClimbState  = new PlayerWallClimbState(this, StateMachine, playerData, "wallClimb");
        WallJumpState   = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
        LedgeClimbState = new PlayerLedgeClimbState(this, StateMachine, playerData, "ledgeClimbState");
        DashState       = new PlayerDashState(this, StateMachine, playerData, "inAir");
        AttackState     = new PlayerAttackState(this, StateMachine, playerData, "attack1");
        AirAttackState  = new PlayerAirAttackState(this, StateMachine, playerData, "attack2");
    }
示例#7
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    public void InitializePlayerStateMachine()
    {
        idleState        = new PlayerIdleState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        walkState        = new PlayerWalkState(stateMachine, this, AlfAnimationHash.RUN_0, playerData);
        jumpState        = new PlayerJumpState(stateMachine, this, AlfAnimationHash.JUMP_0, playerData);
        inAirState       = new PlayerInAirState(stateMachine, this, AlfAnimationHash.INAIR_0, playerData);
        meleeAttackState = new PlayerMeleeAttackState(stateMachine, this, AlfAnimationHash.ATTACK_0, playerData);
        parryState       = new PlayerParryState(stateMachine, this, AlfAnimationHash.PARRY_1, playerData);
        rollState        = new PlayerRollState(stateMachine, this, AlfAnimationHash.ROLL_0, playerData);
        stunState        = new PlayerStunState(stateMachine, this, AlfAnimationHash.STUN_0, playerData);
        deadState        = new PlayerDeadState(stateMachine, this, AlfAnimationHash.DEAD_0, playerData);
        takeDamageState  = new PlayerTakeDamageState(stateMachine, this, AlfAnimationHash.TAKEDAMAGE_0, playerData);
        wallState        = new PlayerWallState(stateMachine, this, AlfAnimationHash.WALL_0, playerData);
        dashState        = new PlayerDashState(stateMachine, this, AlfAnimationHash.DASH_0, playerData);
        converseState    = new PlayerConverseState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        cinemaState      = new PlayerCinemaState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        ladderState      = new PlayerLadderState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);

        InitializePlayerCooldownTimer();
    }
示例#8
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    private void Awake()
    {
        StateMachine = new PlayerStateMachine();

        IdleState            = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState            = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState            = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState           = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState            = new PlayerLandState(this, StateMachine, playerData, "land");
        WallClimbState       = new PlayerWallClimbState(this, StateMachine, playerData, "wallClimb");
        WallGrabState        = new PlayerWallGrabState(this, StateMachine, playerData, "wallGrab");
        WallSlideState       = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
        WallJumpState        = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
        LedgeClimbState      = new PlayerLedgeClimbState(this, StateMachine, playerData, "ledgeClimbState");
        DashState            = new PlayerDashState(this, StateMachine, playerData, "inAir");
        CrouchIdleState      = new PlayerCrouchIdleState(this, StateMachine, playerData, "crouchIdle");
        CrouchMoveState      = new PlayerCrouchMoveState(this, StateMachine, playerData, "crouchMove");
        PrimaryAttackState   = new PlayerAttackState(this, StateMachine, playerData, "attack");
        SecondaryAttackState = new PlayerAttackState(this, StateMachine, playerData, "attack");
    }
示例#9
0
    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);
    }
示例#10
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    private void Awake()
    {
        playerStateMachine = new PlayerStateMachine();

        playerIdleState = new PlayerIdleState(this, playerData, "idle");
        playerMoveState = new PlayerMoveState(this, playerData, "move");
        playerLandState = new PlayerLandState(this, playerData, "land");

        playerJumpState    = new PlayerJumpState(this, playerData, "inAir");
        playerDashState    = new PlayerDashState(this, playerData, "dash");
        playerAttack1State = new PlayerAttack1State(this, playerData, "attack1");
        playerAttack2State = new PlayerAttack2State(this, playerData, "attack2");

        playerPrimaryAttackState   = new PlayerAttackState(this, playerData, "attack");
        playerSecondaryAttackState = new PlayerAttackState(this, playerData, "attack");

        playerInAirState = new PLayerInAirState(this, playerData, "inAir");

        playerAttackedState = new PlayerAttackedState(this, playerData, "attacked");

        playerDeathState = new PlayerDeathState(this, playerData, "die");
    }
示例#11
0
    private void Awake()
    {
        StateMachine = new PlayerStateMachine();


        IdleState       = new PlayerIdleState(this, StateMachine, playerData, "idle");
        MoveState       = new PlayerMoveState(this, StateMachine, playerData, "move");
        JumpState       = new PlayerJumpState(this, StateMachine, playerData, "inAir");
        InAirState      = new PlayerInAirState(this, StateMachine, playerData, "inAir");
        LandState       = new PlayerLandState(this, StateMachine, playerData, "land");
        WallSlideState  = new PlayerWallSlideState(this, StateMachine, playerData, "wallSlide");
        WallGrabState   = new PlayerWallGrabState(this, StateMachine, playerData, "wallGrab");
        WallClimbState  = new PlayerWallClimbState(this, StateMachine, playerData, "wallClimb");
        WallJumpState   = new PlayerWallJumpState(this, StateMachine, playerData, "inAir");
        LedgeClimbState = new PlayerLedgeClimbState(this, StateMachine, playerData, "ledgeClimbState");
        DashState       = new PlayerDashState(this, StateMachine, playerData, "inAir");
        CrouchIdleState = new PlayerCrouchIdleState(this, StateMachine, playerData, "crouchIdle");
        CrouchMoveState = new PlayerCrouchMoveState(this, StateMachine, playerData, "crouchMove");
        InjuredState    = new PlayerInjuredState(this, StateMachine, playerData, "injured");
        DeadState       = new PlayerDeadState(this, StateMachine, playerData, "dead");
        KickState       = new PlayerKickState(this, StateMachine, playerData, "kick");
        SlideKickState  = new PlayerSlideKickState(this, StateMachine, playerData, "slideKick");
        RollState       = new PlayerRollState(this, StateMachine, playerData, "roll");
    }
示例#12
0
    public void InitializePlayerStateMachine()
    {
        idleState        = new PlayerIdleState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        walkState        = new PlayerWalkState(stateMachine, this, AlfAnimationHash.RUN_0, playerData);
        jumpState        = new PlayerJumpState(stateMachine, this, AlfAnimationHash.JUMP_0, playerData);
        inAirState       = new PlayerInAirState(stateMachine, this, AlfAnimationHash.INAIR_0, playerData);
        meleeAttackState = new PlayerMeleeAttackState(stateMachine, this, AlfAnimationHash.ATTACK_IRONSWORD, playerData);
        bowAttackState   = new PlayerBowAttackState(stateMachine, this, AlfAnimationHash.IDLE_WOODBOW, playerData);
        magicAttackState = new PlayerMagicAttackState(stateMachine, this, AlfAnimationHash.IDLE_APPRENTICE_STICK, playerData);
        parryState       = new PlayerParryState(stateMachine, this, AlfAnimationHash.PARRY_1, playerData);
        rollState        = new PlayerRollState(stateMachine, this, AlfAnimationHash.ROLL_0, playerData);
        stunState        = new PlayerStunState(stateMachine, this, AlfAnimationHash.STUN_0, playerData);
        deadState        = new PlayerDeadState(stateMachine, this, AlfAnimationHash.DEAD_0, playerData);
        takeDamageState  = new PlayerTakeDamageState(stateMachine, this, AlfAnimationHash.TAKEDAMAGE_0, playerData);
        wallState        = new PlayerWallState(stateMachine, this, AlfAnimationHash.WALL_0, playerData);
        dashState        = new PlayerDashState(stateMachine, this, AlfAnimationHash.DASH_0, playerData);
        converseState    = new PlayerConverseState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        cinemaState      = new PlayerCinemaState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        ladderState      = new PlayerLadderState(stateMachine, this, AlfAnimationHash.IDLE_0, playerData);
        wakeupState      = new PlayerWakeupState(stateMachine, this, AlfAnimationHash.WAKEUP_SITUP_0, playerData);
        littleSunState   = new PlayerLittleSunState(stateMachine, this, AlfAnimationHash.LITTLESUN_SIT_0, playerData);

        InitializePlayerCooldownTimer();
    }