Refactored ui code to work with new state base player

This commit is contained in:
Evan Nydahl
2022-03-09 13:52:34 -06:00
parent 7ae4b643a1
commit 51056bc3d5
24 changed files with 1307 additions and 440 deletions

View File

@@ -8,7 +8,7 @@ public class dDashCooldownState : dDashBaseState
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
cooldown = false; // sets cooldown
//dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
}
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
@@ -34,7 +34,7 @@ public class dDashCooldownState : dDashBaseState
//cooldown function
private IEnumerator startCoolDown(dDashStateManager dSM){
//dSM.driver.startUICooldown(dashItem.name);
dSM.driver.startUICooldown("Dash");
yield return new WaitForSeconds(dSM.dashItem.cooldownM);
cooldown = true;
}

View File

@@ -39,7 +39,7 @@ public class dDashStateManager : NetworkBehaviour
moveController = GetComponent<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<dAnimationManager>();
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
driver = GameObject.Find("PlayerCanvas").GetComponent<CoolDown>();
////
////Initialize Scripts