public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.FALLING;
				controller.C_Drag = controller.jump.AirDrag;
				if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) 
				{
						controller.velocity.x = controller.velocity.x * 0.6f;
				}

				//anim = controller.anima;
		if (!controller.Animator.fading) {
			controller.FitAnima.Play ("Fall");
		} else {
			controller.Animator.fading = false;
		}
		controller.ClearBuffer ();

				if (controller.Inputter.y <= -0.75f) {
						FastFall = true;
				}

		}
示例#2
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.AIRJUMP;
        //anim = controller.anima;
        FastFall  = false;
        HopWindow = false;
        HopDccel  = false;
        controller.FitAnima.Play("JumpF", 0, 0f);
        HopTimer = 2;
        controller.velocity.x = 0;
        if (controller.Inputter.x > 0.7f)
        {
            controller.x_direction = 1;
            controller.velocity.x  = controller.jump.jumpHorizontalVelocity;
        }
        else if (controller.Inputter.x < -0.7f)
        {
            controller.x_direction = -1;
            controller.velocity.x  = controller.jump.jumpHorizontalVelocity * -1;
        }

        AxisVel = 0;
        controller.velocity.y = controller.jump.doubleJumpVelocity;
        controller.ClearBuffer();
        controller.C_Drag = controller.jump.AirDrag;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.AIRJUMP;
				//anim = controller.anima;
				FastFall = false;
				HopWindow = false;
				HopDccel = false;
				controller.FitAnima.Play ("JumpB");
				HopTimer = 4;
				controller.velocity.x = 0;
				if (controller.Inputter.x > 0.7f) {
						controller.x_direction = 1;
						controller.velocity.x = controller.jump.jumpHorizontalVelocity;
				} else if (controller.Inputter.x < -0.7f) {
						controller.x_direction = -1;
						controller.velocity.x = controller.jump.jumpHorizontalVelocity*-1;
				}

				AxisVel = 0;
				controller.velocity.y = controller.jump.doubleJumpVelocity;
				controller.ClearBuffer ();
				controller.C_Drag = controller.jump.AirDrag;
		}
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller        = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state  = CharacterState.FALLING;
        controller.C_Drag = controller.jump.AirDrag;
        if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP)
        {
            controller.velocity.x = controller.velocity.x * 0.6f;
        }

        //anim = controller.anima;
        if (!controller.Animator.fading)
        {
            controller.FitAnima.Play("Fall");
        }
        else
        {
            controller.Animator.fading = false;
        }
        controller.ClearBuffer();

        if (controller.Inputter.y <= -0.75f)
        {
            FastFall = true;
        }
    }
示例#5
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.DASH_START;
        //anim = controller.anima;
        controller.FitAnima.Play("Dash");
        DeAccel = false;
        if (controller.previousState == CharacterState.PIVOT)
        {
            Init_direction = controller.x_facing;
        }
        else
        {
            Init_direction = controller.Inputter.Init_Xdirection;
        }
        controller.x_direction = Init_direction;
        controller.x_facing    = Init_direction;
        controller.Animator.CorrectColliders();
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        if (PrevVelocity > 0)
        {
            controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction;
        }
    }
示例#6
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.JUMPING;
        //anim = controller.anima;
        FastFall = false;
        controller.FitAnima.Play("JumpF");


        if (controller.BfAction == BufferedAction.SHIELD)
        {
            controller.velocity.y = 16;
            controller.BfAction   = BufferedAction.SHIELD;
        }
        else
        {
            if (controller.Inputter.jumpButtonHeld == true || controller.Inputter.TapjumpButtonHeld == true)
            {
                controller.velocity.y = controller.jump.jumpVelocity;
            }
            else
            {
                controller.velocity.y = controller.jump.hopVelocity;
            }
        }

        controller.C_Drag = controller.jump.AirDrag;
        if (Mathf.Abs(controller.velocity.x) >= controller.jump.jumpMaxHVelocity)
        {
            JuDccel = true;
        }
        InitVel = controller.velocity.x;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.JUMPING;
				//anim = controller.anima;
				FastFall = false;
				controller.FitAnima.Play ("JumpF");


				if (controller.BfAction == BufferedAction.SHIELD) 
				{
						controller.velocity.y = 16;
						controller.BfAction = BufferedAction.SHIELD;
				} 
				else 
				{

			if (controller.Inputter.jumpButtonHeld == true || controller.Inputter.TapjumpButtonHeld == true) 
						{
								controller.velocity.y = controller.jump.jumpVelocity;
						} 
						else 
						{
								controller.velocity.y = controller.jump.hopVelocity;
						}
				}
						
				controller.C_Drag = controller.jump.AirDrag;
				if (Mathf.Abs (controller.velocity.x) >= controller.jump.jumpMaxHVelocity) {
						JuDccel = true;
				}
				InitVel = controller.velocity.x;
		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				CheckAerialSpecial();
				SeedUp ();
		}
	//public Animation anim; 

	public override void Enter()
	{
		FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
		controller = SM.m_GameObject.GetComponent<RayCastColliders>();
		controller.state = CharacterState.SHIELDEXIT;
		//anim = controller.anima;
		controller.FitAnima.Play ("ShieldExit");
		controller.ApplyFriction = true;
		controller.C_Drag = controller.movement.Drag;
	}
示例#10
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        CheckAerialSpecial();
        SeedUp();
    }
		public override void Enter()
		{
				//Check Amount of Knockback
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.STUNNED;
				controller.ApplyFriction = false;
				HitStunTimer = (SentKnockback.Hitstun-2);
				DICalc ();
				KnockbackCalc ();
		}
示例#12
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.UKEMI;
        //anim = controller.anima;
        DecideTech(TechDirection);
        controller.velocity.x    = 0;
        controller.ApplyFriction = false;
    }
示例#13
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.SHIELDING;
        //anim = controller.anima;
        controller.FitAnima.Play("Shielding");
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.movement.Drag;
    }
	public override void Enter()
	{
		//Check Amount of Knockback
		FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
		controller = SM.m_GameObject.GetComponent<RayCastColliders>();
		MyHitboxData = controller.Strike.CurrentDmg;
		controller.state = CharacterState.SHIELDSTOP;
		controller.FitAnima.Play ("Shielding");
		HitStopTimer = MyHitboxData.Hitlag;
		ApplyShield ();
	}
示例#15
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.PRE_JUMP;
        //anim = controller.anima;
        controller.FitAnima.Play("JumpSq");
        controller.ClearBuffer();
        controller.ApplyFriction = false;
    }
		//public Animation anim; 

		public override void Enter()
		{
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.HITSTOP;
				//anim = controller.anima;
				controller.FitAnima.Play ("GDamage1");
				controller.ApplyFriction = true;
				controller.C_Drag = controller.movement.friction;
				controller.FitAnima.Update (0);
		}
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.UKEMI;
				//anim = controller.anima;
				DecideTech(TechDirection);
				controller.velocity.x = 0;
				controller.ApplyFriction = false;
		}
示例#18
0
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        MyHitboxData     = controller.Strike.CurrentDmg;
        controller.state = CharacterState.SHIELDSTOP;
        controller.FitAnima.Play("Shielding");
        HitStopTimer = MyHitboxData.Hitlag;
        ApplyShield();
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.PRE_JUMP;
				//anim = controller.anima;
				controller.FitAnima.Play ("JumpSq");
				controller.ClearBuffer ();
				controller.ApplyFriction = false;

		}
	public override void Enter()
	{
		//Check Amount of Knockback
		FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
		controller = SM.m_GameObject.GetComponent<RayCastColliders>();
		controller.state = CharacterState.SHIELDSTUN;
		controller.ApplyFriction = true;
		BlockStunTimer = (SentKnockback.Blockstun-2);
		controller.FitAnima.Play ("Shielding");
		controller.C_Drag = 1.2f;
		KnockbackCalc ();
	}
示例#21
0
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller               = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state         = CharacterState.STUNNED;
        controller.ApplyFriction = false;
        HitStunTimer             = (SentKnockback.Hitstun - 2);
        DICalc();
        KnockbackCalc();
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.RUNBRAKE;
        //anim = controller.anima;
        controller.FitAnima.Play("Brake");
        controller.ClearBuffer();
        BrakeTimer        = 2;
        controller.C_Drag = controller.movement.friction;
    }
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.HITSTOP;
        //anim = controller.anima;
        controller.FitAnima.Play("GDamage1");
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.movement.friction;
        controller.FitAnima.Update(0);
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.WAVEDASHLAND;
				//anim = controller.anima;
				controller.FitAnima.Play ("WaveDashL");
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.C_Drag = controller.battle.WavedashFriction;
		}
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.WAVEDASHLAND;
        //anim = controller.anima;
        controller.FitAnima.Play("WaveDashL");
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.battle.WavedashFriction;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.RUNBRAKE;
				//anim = controller.anima;
				controller.FitAnima.Play ("Brake");
				controller.ClearBuffer ();
				BrakeTimer = 2;
				controller.C_Drag = controller.movement.friction;
		}
示例#27
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.FitAnima.Play("Holding");
    }
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.FitAnima.Play ("Holding");
				
		}
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller               = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state         = CharacterState.SHIELDSTUN;
        controller.ApplyFriction = true;
        BlockStunTimer           = (SentKnockback.Blockstun - 2);
        controller.FitAnima.Play("Shielding");
        controller.C_Drag = 1.2f;
        KnockbackCalc();
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.WALKING;
        //anim = controller.anima;
        controller.FitAnima.Play("Walk");
        Init_direction      = controller.Inputter.Init_Xdirection;
        controller.x_facing = Init_direction;
        controller.Animator.CorrectColliders();
        controller.ClearBuffer();
        controller.ApplyFriction = false;
    }
示例#31
0
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.LANDING;
        //anim = controller.anima;
        controller.FitAnima.Play("Land");
        controller.velocity.y   = 0;
        controller.kbvelocity.y = 0;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.movement.friction;
    }
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.LANDING;
				//anim = controller.anima;
				controller.FitAnima.Play ("Land");
				controller.velocity.y = 0;
				controller.kbvelocity.y = 0;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.C_Drag = controller.movement.friction;
		}
		public override void Enter()
		{
				//Check Amount of Knockback
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				MyHitboxData = controller.Strike.CurrentDmg;
				controller.state = CharacterState.HITSTOP;
				HitStopTimer = MyHitboxData.Hitlag;
				CheckKnockback ();
		if (MyHitboxData.effect != null) {
			EffectSpawn ();
		}

		}
示例#34
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.RUNTURN;
        //anim = controller.anima;
        controller.FitAnima.Play("Turn");
        controller.NoFall        = true;
        controller.BfAction      = BufferedAction.PIVOT;
        Init_direction           = controller.Inputter.Init_Xdirection;
        controller.ApplyFriction = false;
        BrakeTimer        = 2;
        controller.C_Drag = controller.movement.friction;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.RUNTURN;
				//anim = controller.anima;
				controller.FitAnima.Play ("Turn");
				controller.NoFall = true;
				controller.BfAction = BufferedAction.PIVOT;
				Init_direction = controller.Inputter.Init_Xdirection;
				controller.ApplyFriction = false;
				BrakeTimer = 2;
				controller.C_Drag = controller.movement.friction;
		}
示例#36
0
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.TUMBLE;
        controller.ClearBuffer();
        controller.EndAnim               = false;
        controller.IASA                  = true;
        controller.ApplyFriction         = false;
        controller.Animator.AnimateSpine = true;
        controller.FitAnima.Play("Tumble");
        AnimRot = 0;
    }
示例#37
0
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        MyHitboxData     = controller.Strike.CurrentDmg;
        controller.state = CharacterState.HITSTOP;
        HitStopTimer     = MyHitboxData.Hitlag;
        CheckKnockback();
        if (MyHitboxData.effect != null)
        {
            EffectSpawn();
        }
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.WALKING;
				//anim = controller.anima;
				controller.FitAnima.Play ("Walk");
				Init_direction = controller.Inputter.Init_Xdirection;
				controller.x_facing = Init_direction;
				controller.Animator.CorrectColliders ();
				controller.ClearBuffer ();
				controller.ApplyFriction = false;

		}
		public override void Enter()
		{
				//Check Amount of Knockback
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.TUMBLE;
				controller.ClearBuffer ();
				controller.EndAnim = false;
				controller.IASA = true;
				controller.ApplyFriction = false;
				controller.Animator.AnimateSpine = true;
				controller.FitAnima.Play ("Tumble");
				AnimRot = 0;
				

		}
		public override void Enter()
		{
				//Check Amount of Knockback
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				MyHitboxData = controller.Strike.CurrentDmg;
				controller.state = CharacterState.THROWN;
				HitStopTimer = MyHitboxData.Hitlag;
				CheckKnockback ();
		if (MyHitboxData.effect != null) {
			EffectSpawn ();
		}
				controller.GrabOpponent.GrabOpponent = null;
				controller.GrabOpponent = null;
		controller.transform.position = new Vector3 (controller.transform.position.x, controller.transform.position.y, 0);

		}
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.CAUGHT;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        controller.velocity      = Vector3.zero;
        controller.kbvelocity    = Vector3.zero;
        controller.x_facing      = OppFacing * -1;
        controller.Animator.CorrectColliders();
        controller.FitAnima.Play("Caught");
        TrueOffset = new Vector3(controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z);
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.WAVEDASH;
        //anim = controller.anima;
        controller.ApplyFriction = true;
        controller.IASA          = false;
        controller.C_Drag        = controller.battle.WavedashFriction;
        controller.velocity.x    = controller.jump.WavedashVelocity * controller.Inputter.buffer_x;
        if (controller.velocity.y > 0)
        {
            controller.velocity.y *= 0.08f;
        }
        IASA_Timer = 10;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.PIVOT;
				//anim = controller.anima;
				controller.FitAnima.Play ("Idle");
				controller.BfAction = BufferedAction.PIVOT;
				Init_direction = controller.Inputter.Init_Xdirection;
				controller.x_facing = Init_direction;
				controller.Animator.CorrectColliders ();
				TurnVel = Mathf.Abs(controller.velocity.x);
				controller.velocity.x = 0;
				controller.ApplyFriction = true;
				controller.C_Drag = controller.movement.friction;
				PivotTimer = 0;
		}
示例#44
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.PIVOT;
        //anim = controller.anima;
        controller.FitAnima.Play("Idle");
        controller.BfAction = BufferedAction.PIVOT;
        Init_direction      = controller.Inputter.Init_Xdirection;
        controller.x_facing = Init_direction;
        controller.Animator.CorrectColliders();
        TurnVel = Mathf.Abs(controller.velocity.x);
        controller.velocity.x    = 0;
        controller.ApplyFriction = true;
        controller.C_Drag        = controller.movement.friction;
        PivotTimer = 0;
    }
    public override void Enter()
    {
        //Check Amount of Knockback
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        MyHitboxData     = controller.Strike.CurrentDmg;
        controller.state = CharacterState.THROWN;
        HitStopTimer     = MyHitboxData.Hitlag;
        CheckKnockback();
        if (MyHitboxData.effect != null)
        {
            EffectSpawn();
        }
        controller.GrabOpponent.GrabOpponent = null;
        controller.GrabOpponent       = null;
        controller.transform.position = new Vector3(controller.transform.position.x, controller.transform.position.y, 0);
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.WAVEDASH;
				//anim = controller.anima;
				controller.ApplyFriction = true;
				controller.IASA = false;
				controller.C_Drag = controller.battle.WavedashFriction;
				controller.velocity.x = controller.jump.WavedashVelocity * controller.Inputter.buffer_x;
				if (controller.velocity.y > 0) 
				{
						controller.velocity.y *= 0.08f;
				}
				IASA_Timer = 10;

		}
	//public Animation anim; 

	public override void Enter()
	{
		FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
		controller = SM.m_GameObject.GetComponent<RayCastColliders>();
		controller.state = CharacterState.SHIELDENTER;
		//anim = controller.anima;
		controller.FitAnima.Play ("ShieldEnter");
		controller.ApplyFriction = true;
		controller.NoFall = true;
		controller.C_Drag = controller.movement.Drag;
		controller.velocity.x *= 0.55f;
		AnimTimer = 0;
		if (controller.Inputter.y <= -0.60f && controller.Inputter.y >= -0.85f) {
			HoldDown = true;
		} else {
			HoldDown = false;
		}
	}
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = false;
        controller.velocity      = Vector3.zero;
        controller.kbvelocity    = Vector3.zero;
        controller.x_facing      = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z);
        controller.Animator.CorrectColliders();
        controller.FitAnima.Play("LedgeCatch");
        LedgeAnchor = new Vector3(controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y);
        controller.transform.position = controller.LedgeGrabbed.position + LedgeAnchor;
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.CAUGHT;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
				controller.velocity = Vector3.zero;
				controller.kbvelocity = Vector3.zero;
				controller.x_facing = OppFacing * -1;
				controller.Animator.CorrectColliders ();
				controller.FitAnima.Play ("Caught");
				TrueOffset = new Vector3 (controller.GrabbedOffset.x * controller.x_facing, controller.GrabbedOffset.y, controller.GrabbedOffset.z);

				
		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
				controller.velocity = Vector3.zero;
				controller.kbvelocity = Vector3.zero;
				controller.x_facing = (int)Mathf.Sign(controller.LedgeGrabbed.localRotation.z);
				controller.Animator.CorrectColliders ();
				controller.FitAnima.Play ("LedgeCatch");
				LedgeAnchor = new Vector3 (controller.LedgeOffset.x * controller.x_facing, controller.LedgeOffset.y);
				controller.transform.position =	controller.LedgeGrabbed.position + LedgeAnchor;
				
		}
示例#51
0
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller        = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state  = CharacterState.FALLING;
        controller.C_Drag = controller.jump.AirDrag;
        if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP)
        {
            controller.velocity.x = controller.velocity.x * 0.6f;
        }
        controller.Animator.PassThroughTimer = 10;
        controller.IsPassing = true;
        //anim = controller.anima;
        controller.Animator.AnimateSpine = true;
        controller.FitAnima.Play("Passing");

        controller.Inputter.FramesYNeutral = 6;
    }
		public override void Enter()
		{
				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				DtiltRef = 41; 
				FtiltRef = 42;
				JabRef = 43; 
				CheckGroundAttack();
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
		if (controller.previousState == CharacterState.WAVEDASHLAND) {
			controller.C_Drag = controller.battle.WavedashFriction;
		} else {
			controller.C_Drag = controller.movement.friction;
		}
				SeedUp ();
		}
		//public Animation anim; 

		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.ATTACK;
				//anim = controller.anima;
				controller.EndAnim = false;
				controller.ClearBuffer ();
				controller.ApplyFriction = true;
				controller.FitAnima.Play ("Grab");
				controller.FitAnima.Update (0);
		if (controller.previousState == CharacterState.WAVEDASHLAND) {
			controller.C_Drag = controller.battle.WavedashFriction;
		} else {
			controller.C_Drag = controller.movement.friction;
		}
		SeedUp ();
				
		}
	public override void Enter()
	{

		FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
		controller = SM.m_GameObject.GetComponent<RayCastColliders>();
		controller.state = CharacterState.FALLING;
		controller.C_Drag = controller.jump.AirDrag;
		if (controller.previousState != CharacterState.JUMPING && controller.previousState != CharacterState.AIRJUMP) 
		{
			controller.velocity.x = controller.velocity.x * 0.6f;
		}
		controller.Animator.PassThroughTimer = 10;
		controller.IsPassing = true;
		//anim = controller.anima;
		controller.Animator.AnimateSpine = true;
		controller.FitAnima.Play ("Passing");

		controller.Inputter.FramesYNeutral = 6;

	}
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.SHIELDENTER;
        //anim = controller.anima;
        controller.FitAnima.Play("ShieldEnter");
        controller.ApplyFriction = true;
        controller.NoFall        = true;
        controller.C_Drag        = controller.movement.Drag;
        controller.velocity.x   *= 0.55f;
        AnimTimer = 0;
        if (controller.Inputter.y <= -0.60f && controller.Inputter.y >= -0.85f)
        {
            HoldDown = true;
        }
        else
        {
            HoldDown = false;
        }
    }
    //public Animation anim;

    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        controller.EndAnim = false;
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        controller.FitAnima.Play("Grab");
        controller.FitAnima.Update(0);
        if (controller.previousState == CharacterState.WAVEDASHLAND)
        {
            controller.C_Drag = controller.battle.WavedashFriction;
        }
        else
        {
            controller.C_Drag = controller.movement.friction;
        }
        SeedUp();
    }
    public override void Enter()
    {
        FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();

        controller       = SM.m_GameObject.GetComponent <RayCastColliders>();
        controller.state = CharacterState.ATTACK;
        //anim = controller.anima;
        DtiltRef = 41;
        FtiltRef = 42;
        JabRef   = 43;
        CheckGroundAttack();
        controller.ClearBuffer();
        controller.ApplyFriction = true;
        if (controller.previousState == CharacterState.WAVEDASHLAND)
        {
            controller.C_Drag = controller.battle.WavedashFriction;
        }
        else
        {
            controller.C_Drag = controller.movement.friction;
        }
        SeedUp();
    }
		public override void Enter()
		{

				FitAnimatorStateMachine SM = (FitAnimatorStateMachine)GetStateMachine();
				controller = SM.m_GameObject.GetComponent<RayCastColliders>();
				controller.state = CharacterState.DASH_START;
				//anim = controller.anima;
				controller.FitAnima.Play ("Dash");
				DeAccel = false;
				if (controller.previousState == CharacterState.PIVOT) {
						Init_direction = controller.x_facing;
				} else {
						Init_direction = controller.Inputter.Init_Xdirection;
				}
				controller.x_direction = Init_direction;
				controller.x_facing = Init_direction;
				controller.Animator.CorrectColliders ();
				controller.ClearBuffer ();
				controller.ApplyFriction = false;
		if (PrevVelocity > 0) {
			controller.velocity.x = (PrevVelocity * 0.5f) * Init_direction;
		}

		}
示例#59
0
		public void Start()
		{
		controller = GetComponentInParent<RayCastColliders> ();
		}
示例#60
0
 /// <summary>
 /// Does this platform want to have this platform become the characters parent. Used for moving platforms.
 /// </summary>
 /// <returns>
 /// Return a transform if you want to reparent the character.
 /// </returns>
 virtual public Transform ParentOnStand(RayCastColliders character)
 {
     return(null);
 }