public void CheckIASAAir() { if (controller.BfAction == BufferedAction.ATTACK) { CheckAerial(); SeedUp(); controller.ClearBuffer(); controller.EndAnim = false; controller.IASA = false; } if (controller.BfAction == BufferedAction.SHIELD) { if (controller.CanWavedash(controller.jump.AirdashHeight)) { DoTransition(typeof(FitState_AM_Wavedash)); return; } } if (controller.BfAction == BufferedAction.JUMP) { CheckJump(); return; } }
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; } }
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.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; } }
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; } }
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() { 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.AIRATTACK; //anim = controller.anima; CheckAerial(); SeedUp(); controller.C_Drag = controller.jump.AirDrag; controller.ClearBuffer(); }
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 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.AIRATTACK; //anim = controller.anima; CheckAerial (); SeedUp (); controller.C_Drag = controller.jump.AirDrag; controller.ClearBuffer (); }
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.ATTACK; //anim = controller.anima; controller.EndAnim = false; controller.ClearBuffer(); controller.ApplyFriction = true; controller.FitAnima.Play("Holding"); }
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.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.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() { 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() { 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() { 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 void CheckIASAAir() { if (controller.BfAction == BufferedAction.ATTACK) { CheckAerial(); SeedUp(); controller.ClearBuffer(); controller.EndAnim = false; controller.IASA = false; } if (controller.BfAction == BufferedAction.BULLET) { object[] args = new object[3]; args[0] = InitVel; args[1] = false; args[2] = FastFall; DoTransition(typeof(FitState_AM_AirBullet), args); return; } if (controller.BfAction == BufferedAction.SPECIAL) { if (controller.FitAnima.enabled) { DoTransition(typeof(FitState_AM_AirSpecial)); return; } } if (controller.BfAction == BufferedAction.SHIELD) { if (controller.CanWavedash(controller.jump.AirdashHeight)) { DoTransition(typeof(FitState_AM_Wavedash)); return; } } if (controller.BfAction == BufferedAction.JUMP) { CheckJump(); return; } }
//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 void ClearFlags() { controller.EndAnim = false; controller.IASA = false; controller.Strike.HIT = false; controller.Strike.BLOCKED = false; 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.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 = 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 = 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 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; } }
public override void Update() { controller.velocity.x = controller.movement.WalkSpeedFast * Init_direction; if (controller.Inputter.x > 0.05f) { controller.x_direction = 1; } else if (controller.Inputter.x < -0.05f) { controller.x_direction = -1; } if (controller.BfAction == BufferedAction.ATTACK) { controller.velocity.x = 0; DoTransition(typeof(FitState_AM_GroundAttack)); return; } if (controller.BfAction == BufferedAction.SPECIAL) { DoTransition(typeof(FitState_AM_GroundSpecial)); return; } if (controller.BfAction == BufferedAction.JUMP) { DoTransition(typeof(FitState_AM_JumpSquat)); return; } if (controller.IsGrounded(controller.groundedLookAhead) == false) { DoTransition(typeof(FitState_AM_Fall)); return; } if (Init_direction != controller.x_direction) { DoTransition(typeof(FitState_AM_Pivot)); } if (Mathf.Abs(controller.Inputter.x) >= 0.7f && controller.Inputter.FramesXNeutral <= 2) { DoTransition(typeof(FitState_AM_InitDash)); return; } if (Mathf.Abs(controller.Inputter.x) < 0.5f) { DoTransition(typeof(FitState_AM_WalkSlow)); return; } if (controller.BfAction == BufferedAction.SHIELD) { DoTransition(typeof(FitState_AM_ShieldEnter)); return; } if (Mathf.Abs(controller.Inputter.x) <= 0.05f) { controller.ClearBuffer(); DoTransition(typeof(FitState_AM_Idle)); return; } if (controller.Inputter.y <= -0.65f) { if (controller.Inputter.FramesYNeutral <= 5 && controller.OnPassThrough(controller.groundedLookAhead)) { DoTransition(typeof(FitState_AM_Pass)); return; } else { DoTransition(typeof(FitState_AM_Crouch)); return; } } }