public SetAnimFloatAction(StateBlackboard blackboard, Animator animator, float value, string paramName, BlackboardKey targetKey, bool delayFinish = false) : base(blackboard) { this.animator = animator; this.paramName = paramName; this.targetKey = targetKey; this.delayFinish = delayFinish; }
public SetAnimTriggerAction(StateBlackboard blackboard, Animator animator, string trigger, bool delayFinish = false) : base(blackboard) { this.animator = animator; this.trigger = trigger; this.delayFinish = delayFinish; this.isDynamic = false; }
public SetAnimTriggerAction(StateBlackboard blackboard, Animator animator, BlackboardKey triggerKey, bool delayFinish = false) : base(blackboard) { this.animator = animator; this.delayFinish = delayFinish; this.triggerKey = triggerKey; this.isDynamic = true; }
public MeleeAttackState(StateBlackboard blackboard, SetMeleeAttackAction setMeleeAttackAction, SetAnimTriggerAction walkAction, MoveToTargetAction moveToAction, LookAtTargetAction lookAtAction, SetAnimTriggerAction attackAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { actions.Add(setMeleeAttackAction); actions.Add(walkAction); actions.Add(moveToAction); actions.Add(lookAtAction); actions.Add(attackAction); }
public PatrolState(StateBlackboard blackboard, SetAnimTriggerAction setIdleAction, TimerAction timerAction, SetAnimTriggerAction setWalkAction, SetRandomDestinationAction setDestinationAction, MoveToDestinationAction moveToAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { actions.Add(setIdleAction); actions.Add(timerAction); actions.Add(setWalkAction); actions.Add(setDestinationAction); actions.Add(moveToAction); }
public static MeleeAttackState Create(StateBlackboard blackboard, Animator animator, NavMeshAgent navAgent, MeleeAttackData[] meleeAttacks, Transform transform, BlackboardKey attackRangeKey, BlackboardKey attackTriggerKey, SetAnimTriggerAction walkAction, int priority) { SetMeleeAttackAction setMeleeAttackAction = new SetMeleeAttackAction(blackboard, meleeAttacks); MoveToTargetAction moveToTargetAction = new MoveToTargetAction(blackboard, navAgent, attackRangeKey); LookAtTargetAction lookAtAction = new LookAtTargetAction(blackboard, transform); SetAnimTriggerAction attackAction = new SetAnimTriggerAction(blackboard, animator, attackTriggerKey, true); return(new MeleeAttackState(blackboard, setMeleeAttackAction, walkAction, moveToTargetAction, lookAtAction, attackAction, priority)); }
public RangedAttackState(StateBlackboard blackboard, SetAnimTriggerAction idleAction, TimerAction timerAction, SetRandomDestinationAction destinationAction, SetAnimTriggerAction runAction, MoveToDestinationAction moveToAction, SetSkillAction setSkillAction, LookAtTargetAction lookAtAction, SetAnimTriggerAction attackAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { actions.Add(idleAction); actions.Add(timerAction); actions.Add(destinationAction); actions.Add(runAction); actions.Add(moveToAction); actions.Add(setSkillAction); actions.Add(lookAtAction); actions.Add(attackAction); }
public static PatrolState Create(StateBlackboard blackboard, Animator animator, NavMeshAgent navAgent, string idleTrigger, string runTrigger, Vector3 origin, float patrolRadius, float minWaitDuration, float maxWaitDuration, out SetAnimTriggerAction walkAction, bool randomWaitDuration = false) { SetAnimTriggerAction idleAction = new SetAnimTriggerAction(blackboard, animator, idleTrigger); walkAction = new SetAnimTriggerAction(blackboard, animator, runTrigger); SetRandomDestinationAction destinationAction = new SetRandomDestinationAction(blackboard, origin, patrolRadius); MoveToDestinationAction moveToAction = new MoveToDestinationAction(blackboard, navAgent); TimerAction timerAction = randomWaitDuration ? new TimerAction(blackboard, minWaitDuration, maxWaitDuration) : new TimerAction(blackboard, maxWaitDuration); return(new PatrolState(blackboard, idleAction, timerAction, walkAction, destinationAction, moveToAction)); }
public TimerAction(StateBlackboard blackboard, float minDuration, float maxDuration) : base(blackboard) { this.randomDuration = true; this.minDuration = minDuration; this.maxDuration = maxDuration; }
public SetRandomDestinationAction(StateBlackboard blackboard, Vector3 origin, float radius) : base(blackboard) { this.origin = origin; this.radius = radius; }
public PlayerMoveState(StateBlackboard blackboard, SetAnimTriggerAction setRunTriggerAction, SetMoveDirectionAction setMoveDirAction, MoveControllerAction moveControllerAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { this.setRunTriggerAction = setRunTriggerAction; this.setMoveDirAction = setMoveDirAction; this.moveControllerAction = moveControllerAction; }
public MoveControllerAction(StateBlackboard blackboard, CharacterController controller, float moveSpeed) : base(blackboard) { this.controller = controller; this.moveSpeed = moveSpeed; }
public MoveToDestinationAction(StateBlackboard blackboard, NavMeshAgent navAgent) : base(blackboard) { this.navAgent = navAgent; }
public static EnemyIdleState Create(StateBlackboard blackboard, Animator animator, string idleTrigger, int priority) { SetAnimTriggerAction idleAction = new SetAnimTriggerAction(blackboard, animator, idleTrigger); return(new EnemyIdleState(blackboard, idleAction, priority)); }
public PlayerAttackState(StateBlackboard blackboard, SetAnimTriggerAction setAttackTrigger, SetAnimTriggerAction setNextAttackTrigger, LookAtTargetAction lookAtAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { this.setAttackTrigger = setAttackTrigger; this.setNextAttackTrigger = setNextAttackTrigger; this.lookAtAction = lookAtAction; }
public SetMeleeAttackAction(StateBlackboard blackboard, MeleeAttackData[] meleeAttacks) : base(blackboard) { this.meleeAttacks = meleeAttacks; }
public static DeathState Create(StateBlackboard blackboard, Animator animator, string deathTrigger, int priority) { SetAnimTriggerAction deathAction = new SetAnimTriggerAction(blackboard, animator, deathTrigger); return(new DeathState(blackboard, deathAction, priority)); }
public StateMachine(StateBlackboard blackboard, List <StateNode> stateNodes, BaseState initialState) { this.blackboard = blackboard; this.stateNodes = stateNodes; this.initialState = initialState; }
public BaseState(StateBlackboard blackboard, int priority = 0, bool repeatable = false) { this.blackboard = blackboard; this.priority = priority; }
public PlayerSkillState(StateBlackboard blackboard, SetAnimTriggerAction setSkillTrigger, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { this.setSkillTrigger = setSkillTrigger; }
public LookAtTargetAction(StateBlackboard blackboard, Transform transform) : base(blackboard) { this.transform = transform; }
public TimerAction(StateBlackboard blackboard, float duration) : base(blackboard) { this.randomDuration = false; this.duration = duration; this.minDuration = this.maxDuration = 0; }
public DeathState(StateBlackboard blackboard, SetAnimTriggerAction deathAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { this.deathAction = deathAction; }
public SetSkillAction(StateBlackboard blackboard, EntitySkillController skillController) : base(blackboard) { this.skillController = skillController; }
public SetMoveDirectionAction(StateBlackboard blackboard, Transform targetTransorm, Transform cameraTransform) : base(blackboard) { this.targetTransorm = targetTransorm; this.cameraTransform = cameraTransform; }
public MoveToTargetAction(StateBlackboard blackboard, NavMeshAgent navAgent, float stoppingDistance) : base(blackboard) { this.navAgent = navAgent; this.stoppingDistance = stoppingDistance; isDynamic = false; }
public BaseAction(StateBlackboard blackboard) { this.blackboard = blackboard; }
public MoveToTargetAction(StateBlackboard blackboard, NavMeshAgent navAgent, BlackboardKey key) : base(blackboard) { this.navAgent = navAgent; this.key = key; isDynamic = true; }
public EnemyIdleState(StateBlackboard blackboard, SetAnimTriggerAction idleAction, int priority = 0, bool repeatable = false) : base(blackboard, priority, repeatable) { this.idleAction = idleAction; }
public static DamageState Create(StateBlackboard blackboard, Animator animator, string damageTrigger, int priority) { SetAnimTriggerAction damageAction = new SetAnimTriggerAction(blackboard, animator, damageTrigger, true); return(new DamageState(blackboard, damageAction, priority)); }