public PlayerState( PlayerStateMachine stateMachine, PlayerCharacter character, PlayerController controller ) { this.stateMachine = stateMachine; this.controller = controller; this.character = character; Actions = character.Input.Actions; }
void Awake() { agent = GetComponent <NavMeshAgent> (); enemyMask = LayerMask.GetMask ("Enemy"); thisCharacter = target; capsuleCollider = GetComponent <CapsuleCollider> (); psm = GetComponent <PlayerStateMachine> (); }
void Awake() { anim = GetComponent <Animation> (); anim[die].wrapMode = WrapMode.ClampForever; // faz com que a animaçao seja executada apenas uma vez. anim[attack].wrapMode = WrapMode.Clamp; pSM = GetComponent <PlayerStateMachine> (); timeBetweenAttacks /= atkSpeed; foreach (AnimationState state in anim) { state.speed = animSpeed; } anim[attack].speed = atkSpeed; }
public PlayGameState( GameStateMachine stateMachine ) : base(stateMachine) { foreach( UIView v in UIManager.Instance.Views ) { if( v is GameView ) { view = v as GameView; } } playerStateMachine = GameObject.FindObjectOfType<PlayerStateMachine>() as PlayerStateMachine; environmentStateMachine = GameObject.FindObjectOfType<EnvironmentStateMachine>() as EnvironmentStateMachine; }
public MainMenuGameState( GameStateMachine stateMachine ) : base(stateMachine) { foreach( UIView v in UIManager.Instance.Views ) { if( v is MainMenu ) { view = v as MainMenu; } } playerController = GameObject.FindObjectOfType<PlayerController>() as PlayerController; playerStateMachine = GameObject.FindObjectOfType<PlayerStateMachine>() as PlayerStateMachine; environmentStateMachine = GameObject.FindObjectOfType<EnvironmentStateMachine>() as EnvironmentStateMachine; initialPlayerPosition = playerController.transform.position; initialPlayerRotation = playerController.transform.rotation; }
public PlayerState( PlayerStateMachine stateMachine ) : base() { this.stateMachine = stateMachine; }
public void End(PlayerStateMachine owner) { bubble.Destory(); }
public PlayerState_IdlePose(PlayerStateMachine owner, GameMatch match) : base(owner, match) { m_eState = State.eIdlePose; }
public PlayerInAirState(PlayerStateMachine stateMachine, Player player, int animCode, D_PlayerStateMachine data) : base(stateMachine, player, animCode, data) { }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Cancel")) { canvas.Back(); } if (Enemies.Count <= 0) { battleStates = PerformAction.END; } //Main game logic state machine switch (battleStates) { //"Waiting State" Waiting until one of the entities wants to do an action case (PerformAction.WAIT): if (PerformList.Count > 0) { battleStates = PerformAction.TAKEACTION; } break; //Performing an action case (PerformAction.TAKEACTION): //Grabs first waiting entity GameObject currentActionObject = PerformList.Dequeue().gameObject; //Set the Entity State Machine to ACTION. TODO: Have EnemyStateMachine and PlayerStateMachine both derive from the same class. if (currentActionObject.tag == "Enemy") { EnemyStateMachine ESM = currentActionObject.GetComponent <EnemyStateMachine>(); ESM.currentState = EnemyStateMachine.CurrentState.ACTION; } else if (currentActionObject.tag == "Hero") { PlayerStateMachine PSM = currentActionObject.GetComponent <PlayerStateMachine>(); PSM.currentState = PlayerStateMachine.CurrentState.ACTION; } battleStates = PerformAction.PERFORMACTION; break; //Another waiting state, waiting until entity has finished action and set this state back to WAIT. case (PerformAction.PERFORMACTION): break; // Battle is over case (PerformAction.END): canvas.ShowWinText(); break; } //Player UI handling state machine switch (playerUIStates) { //Waiting until a hero wants to use the UI case (PlayerUIAction.WAIT): if (HeroChoiceList.Count > 0) { playerUIStates = PlayerUIAction.PREPARING; } break; //Player wants to use UI, setting up UI with player data case (PlayerUIAction.PREPARING): //setup boxes and selectors PlayerStateMachine currentActivePlayer = HeroChoiceList.Dequeue(); canvas.EnablePlayerBox(currentActivePlayer); playerUIStates = PlayerUIAction.CHOOSING; break; //Player is currently awaiting input. case (PlayerUIAction.CHOOSING): break; } }
// Use this for initialization void Start() { player = GameObject.FindObjectOfType <PlayerStateMachine> (); thisCamera = GetComponent <Camera> (); }
public void Begin(PlayerStateMachine owner) { bubble = SpeechBubbleManager.instance.CreateBubble(0, Localization.GetString("attack")); bubble.Attach(owner.transform); bubble.SetEffect(SpeechBubble.Effect.None); }
public override void Update(PlayerStateMachine player) { player.debugState = "CLIMB"; }
public PlayerJoiningState(PlayerStateMachine playerStateMachine) { // TODO: Complete member initialization this.playerStateMachine = playerStateMachine; }
// private bool crouchInput; public PlayerGroundedState(Player player, PlayerStateMachine stateMachine, string animBoolName) : base(player, stateMachine, animBoolName) { }
public IdlePlayerState(PlayerStateMachine fsm, PlayerController playerController, string animatorBool) : base(fsm, playerController, animatorBool) { }
//Enables player box with player data public void EnablePlayerBox(PlayerStateMachine PSM) { activePlayer = PSM; playerAction = new PlayerAction(); PlayerBox.EnablePlayerBox(PSM, this); }
public PlayerUndoAcceptedState(PlayerStateMachine playerStateMachine) { // TODO: Complete member initialization this.playerStateMachine = playerStateMachine; }
public PlayerState_PractiseLayupDunk_Stand(PlayerStateMachine owner, GameMatch match) : base(owner, match) { m_eState = State.eStand; m_validStateTransactions.Add(Command.Block); }
//This is the state for when the player is in the air and moving downwards and forwards against a climbable object public override void EnterState(PlayerStateMachine player) { player.playerVelocity.y = Mathf.Sqrt(player.playerJumpSpeed * 3f * player.playerGravity); player.ChangeState(player.STATE_AIR); }
void Awake() { psm = GetComponent <PlayerStateMachine> (); }
public PlayerInitializingState(PlayerStateMachine playerMachine) { this.playerMachine = playerMachine; }
public PlayerJumpState(Player player, PlayerStateMachine stateMachine, PlayerData playerData, string animBoolName) : base(player, stateMachine, playerData, animBoolName) { amountOfJumpsLeft = playerData.amountOfJumps; }
//This is the state for when the player is grounded, not touching any movement keys, and is not crouching public override void EnterState(PlayerStateMachine player) { }
public PlayerState(PlayerActor player, PlayerStateMachine psm) { this.Player = player; this.psm = psm; }
public PlayerClimbState(PlayerStateMachine currentContext, PlayerStateFactory playerStateFactory) : base(currentContext, playerStateFactory) { }
public PlayerNormalSt(PlayerActor player, PlayerStateMachine psm) : base(player, psm) { }
//Used when a hero wants to use the UI, gets put into queue. public void CollectUIPlayerActions(PlayerStateMachine PSM) { HeroChoiceList.Enqueue(PSM); }
public PlayerGhostSt(PlayerActor player, PlayerStateMachine psm) : base(player, psm) { }
public PlayerIdleState(PlayerStateMachine machine) : base(machine) { }
public PlayerCrouchMoveState(Player player, PlayerStateMachine stateMachine, PlayerData playerData, string animBoolName) : base(player, stateMachine, playerData, animBoolName) { }
public override void Awake() { base.Awake(); Player = FindObjectOfType <PlayerStateMachine>(); }
public IdleState(Player player, PlayerStateMachine stateMachine) : base(player, stateMachine) { }
public PlayerEndFallState(Player player, PlayerStateMachine stateMachine, PlayerData playerData, string animBoolName) : base(player, stateMachine, playerData, animBoolName) { }
public PlayerGroundedState(PlayerController player, PlayerStateMachine stateMachine, PlayerData playerData, string animName) : base(player, stateMachine, playerData, animName) { this.stateName = StateNames.Grounded; }
public AwkwardConversation (PlayerStateMachine _player, AwkwardPerson _person/*, int _stress*/) { player = _player; awkward_person = _person; // stress_to_give = _stress; }
public PlayerInAirState(Player player, PlayerStateMachine stateMachine, PlayerData playerData, string boolName) : base(player, stateMachine, playerData, boolName) { }
public PlayerInGameState( PlayerStateMachine stateMachine ) : base(stateMachine) { }
public PlayerWallSlideState(Player player, PlayerStateMachine stateMachine, string animBoolName) : base(player, stateMachine, animBoolName) { }
public PlayerDeadState( PlayerStateMachine stateMachine ) : base(stateMachine) { environmentStateMachine = GameObject.FindObjectOfType<EnvironmentStateMachine>() as EnvironmentStateMachine; gameStateMachine = GameObject.FindObjectOfType<GameStateMachine>() as GameStateMachine; }
public PlayerGround(PlayerStateMachine playerStateMachine) : base(playerStateMachine) { }
public PlayerCrouchIdleState(PlayerController2D player, PlayerStateMachine stateMachine, PlayerData data, int animationHash) : base(player, stateMachine, data, animationHash) { }
private void Start() { mStateMachine = GetComponent <PlayerStateMachine>(); mCameraController = GetComponent <PlayerCameraController>(); }
public PlayerIdleState( PlayerStateMachine stateMachine, PlayerCharacter character, PlayerController controller ) : base(stateMachine, character, controller) { }
void Awake() { agent = GetComponent <NavMeshAgent> (); playerMask = LayerMask.GetMask ("Player"); psm = GetComponent <PlayerStateMachine> (); }