public RemovingWeaponState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Default; IsTargeting = false; IsAttacking = false; CanExit = false; CanBeOverriden = false; }
public RollingTargetState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Battle; IsTargeting = true; IsAttacking = false; CanExit = false; CanBeOverriden = false; }
public RollingState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Battle; IsTargeting = false; IsAttacking = false; CanExit = false; CanBeOverriden = false; CameraTransform = Services.SharedInstance.CameraService.CharacterCamera.transform; }
public BattleTargetMovementState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Battle; IsTargeting = true; IsAttacking = false; CanExit = false; CanBeOverriden = true; SpeedIncreace = _characterModel.CharacterCommonSettings.InBattleRunSpeed / _characterModel.CharacterCommonSettings.InBattleWalkSpeed; }
public JumpingState(CharacterModel characterModel, InputModel inputModel, CharacterAnimationController animationController, CharacterStateMachine stateMachine) : base(characterModel, inputModel, animationController, stateMachine) { Type = StateType.Default; IsTargeting = false; IsAttacking = false; CanExit = false; CanBeOverriden = true; JumpVerticalForce = _characterModel.CharacterCommonSettings.JumpVerticalForce; JumpHorizontalForce = _characterModel.CharacterCommonSettings.JumpHorizontalForce; }
public void OnAwake() { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; _characterModel = _context.CharacterModel; _animationController = new CharacterAnimationController(_characterModel.CharacterAnimator); _speedCountFrame = _characterModel.CharacterCommonSettings.SpeedMeasureFrame; _lastPosition = _characterModel.CharacterTransform.position; _currentPosition = _lastPosition; _currentHealth = _characterModel.CharacterCommonSettings.HealthPoints; _currentBattleIgnoreTime = 0; _stateMachine = new CharacterStateMachine(_inputModel, _characterModel, _animationController); _stateMachine.SetStartState(_stateMachine._defaultIdleState); _inputModel.OnJump += SetJumpingState; _inputModel.OnBattleExit += ExitBattle; _inputModel.OnTargetLock += ChangeTargetMode; _inputModel.OnAttackLeft += SetAttackingLeftState; _inputModel.OnAttackRight += SetAttackingRightState; _inputModel.OnDance += ChangeDancingState; _characterModel.PlayerBehavior.OnFilterHandler += OnFilterHandler; _characterModel.PlayerBehavior.OnTriggerEnterHandler += OnTriggerEnterHandler; _characterModel.PlayerBehavior.OnTriggerExitHandler += OnTriggerExitHandler; _characterModel.PlayerBehavior.OnTakeDamageHandler += TakeDamage; _stateMachine.OnStateChangeHandler += OnStateChange; LockCharAction.LockCharacterMovement += SetTalkingState; SetRightWeapon(_services.InventoryService.GetAllWeapons()[0]); //SetLeftWeapon(_services.InventoryService.Feast); //SetRightWeapon(_services.InventoryService.Feast); _services.InventoryService.HideWepons(_characterModel); }