// Token: 0x06004012 RID: 16402 RVA: 0x0010C5F4 File Offset: 0x0010A7F4 public override void FixedUpdate() { this.targetMoveVector = Vector3.ProjectOnPlane(Vector3.SmoothDamp(this.targetMoveVector, base.inputBank.aimDirection, ref this.targetMoveVectorVelocity, ChargeAgu.turnSmoothTime, ChargeAgu.turnSpeed), Vector3.up).normalized; base.characterDirection.moveVector = this.targetMoveVector; Vector3 forward = base.characterDirection.forward; float value = this.moveSpeedStat * ChargeAgu.chargeMovementSpeedCoefficient; base.characterMotor.moveDirection = forward * ChargeAgu.chargeMovementSpeedCoefficient; this.animator.SetFloat("forwardSpeed", value); if (base.isAuthority && this.attack.Fire(null)) { } if (this.overlapResetStopwatch >= 1f / ChargeAgu.overlapResetFrequency) { this.overlapResetStopwatch -= 1f / ChargeAgu.overlapResetFrequency; } if (base.isAuthority && Physics.OverlapSphere(this.sphereCheckTransform.position, ChargeAgu.overlapSphereRadius, LayerIndex.world.mask).Length != 0) { base.healthComponent.TakeDamageForce(forward * 1f, true, false); StunState stunState = new StunState(); stunState.stunDuration = ChargeAgu.selfStunDuration; this.outer.SetNextState(stunState); return; } this.stopwatch += Time.fixedDeltaTime; this.overlapResetStopwatch += Time.fixedDeltaTime; if (this.stopwatch > ChargeAgu.chargeDuration) { this.outer.SetNextStateToMain(); } base.FixedUpdate(); }
private void Start() { GetBalaIndex(); GetRigidBody().drag = GetPlayerDeceleration(); life = 1; score = 0; SetCanShoot(true); damageable = true; matchController = FindObjectOfType <MatchController>(); //matchController.AddPlayer(this); spawnPoint = matchController.GetSpawnPoint(this); teamId = 5; movementSM = new StateMachine(); groundedState = new GroundedState(this, movementSM); shootingState = new ShootingState(this, movementSM); shieldState = new ShieldState(this, movementSM); deadState = new DeadState(this, movementSM); stunState = new StunState(this, movementSM); feederState = new FeederState(this, movementSM); movementSM.Initialize(shootingState); }
private void InitStates() { istate = new IState[9]; istate[0] = new IdleState(gameObject); istate[1] = new PatrolState(gameObject); istate[2] = new SuspiciousState(gameObject); istate[3] = new DetectionState(gameObject); istate[4] = new AlertState(gameObject); istate[5] = new AttackState(gameObject); istate[6] = new EscapeState(gameObject); istate[7] = new StunState(gameObject); istate[8] = new DeadState(gameObject); }
// Token: 0x060012F4 RID: 4852 RVA: 0x0005149C File Offset: 0x0004F69C private void SetStunInternal(float duration) { if (this.targetStateMachine) { StunState stunState = new StunState(); stunState.stunDuration = duration; this.targetStateMachine.SetInterruptState(stunState, InterruptPriority.Pain); } EntityStateMachine[] array = this.idleStateMachine; for (int i = 0; i < array.Length; i++) { array[i].SetNextStateToMain(); } }
public override IEnumerator Execute() { Source.transform.LookAt(new Vector3(Target.transform.position.x, Source.transform.position.y, Target.transform.position.z)); _animator.SetTrigger("shieldAttack"); yield return(new WaitForSeconds(1)); StunState check = Target.GetComponent <StunState>(); if (check != null) { Destroy(check); } Target.gameObject.AddComponent <StunState>(); yield return(new WaitForSeconds(1)); status = MatchSystem.actionStatuses.end; }
void Start() { playerStats.AdjustInventory(); SpriteEquip(); throwablePrefab = Resources.Load("Prefabs/ThrownWeapon") as GameObject; idle = new IdleState(this); states.Add(idle.stateName, idle); move = new MoveState(this); states.Add(move.stateName, move); dodge = new DodgeState(this); states.Add(dodge.stateName, dodge); sprint = new SprintState(this); states.Add(sprint.stateName, sprint); slide = new SlideState(this); states.Add(slide.stateName, slide); combo = new ComboState(this); states.Add(combo.stateName, combo); strong_attack = new StrongRedirectState(this); states.Add(strong_attack.stateName, strong_attack); dash_attack = new DashRedirectState(this); states.Add(dash_attack.stateName, dash_attack); defense = new DefensiveRedirectState(this); states.Add(defense.stateName, defense); guard = new GuardState(this); states.Add(guard.stateName, guard); stun = new StunState(this); states.Add(stun.stateName, stun); strike = new StrikeState(this); states.Add(strike.stateName, strike); death = new DeathState(this); states.Add(death.stateName, death); currentState = idle; currentState.StartState(); }
private void Start() { rigidBody.drag = playerDeceleration; life = maxLife; score = 0; canShoot = true; canShield = true; damageable = true; stunSlider.maxValue = stunTime; lifeText.text = "Vida: " + life; scoreText.GetComponent <TMPro.TextMeshProUGUI>().text = score + " pts"; hudManager = GetComponent <HUDmanager>(); GetBalaIndex(); if (PhotonNetwork.IsConnected && PV.IsMine) { canvas.SetActive(true); mainCamera.enabled = true; playerInput.enabled = true; mobileCharacter.enabled = true; audioListener.enabled = true; sAlas.Play(); } if (PhotonNetwork.IsConnected && PhotonNetwork.IsMasterClient) { matchController = FindObjectOfType <MatchController>(); matchController.AddPlayer(this); teamId = FindObjectOfType <RoomManager>().FindTeamIdByPlayer(PV.Owner); if (teamId == -1) { teamId = 0; Debug.Log("No se ha encontrado el teamId, se le ha añadido al equipo 0"); } PV.RPC("GetSpawnpoint_RPC", RpcTarget.All, teamId); } else if (!PhotonNetwork.IsConnected) { canvas.SetActive(true); mainCamera.enabled = true; playerInput.enabled = true; mobileCharacter.enabled = true; RoomManagerOffline RMO = FindObjectOfType <RoomManagerOffline>(); if (RMO.gamemodeIndex == 3) { teamId = 0; } else { teamId = RMO.jugadoresInfo[GetComponentInChildren <PlayerInput>().playerIndex + 1][1]; } if (playerInput.playerIndex == 0) { audioListener.enabled = true; } matchController = FindObjectOfType <MatchController>(); matchController.AddPlayer(this); spawnPoint = matchController.GetSpawnPoint(this); GetComponent <Transform>().position = spawnPoint.transform.position; hudManager.setBackground(); } movementSM = new StateMachine(); groundedState = new GroundedState(this, movementSM); shootingState = new ShootingState(this, movementSM); shieldState = new ShieldState(this, movementSM); deadState = new DeadState(this, movementSM); stunState = new StunState(this, movementSM); feederState = new FeederState(this, movementSM); movementSM.Initialize(groundedState); }