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

@@ -34,7 +34,7 @@ public class DashCooldownState : DashBaseState
//cooldown function
private IEnumerator startCoolDown(DashStateManager dSM){
//dSM.driver.startUICooldown(dashItem.name);
dSM.driver.startUICooldown("Dash");
yield return new WaitForSeconds(dSM.dashItem.cooldownM);
cooldown = true;
}

View File

@@ -38,7 +38,7 @@ public class DashStateManager : NetworkBehaviour
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
driver = GameObject.Find("PlayerCanvas").GetComponent<CoolDown>();
////
////Initialize Scripts

View File

@@ -36,7 +36,7 @@ public class NitroCooldownState : NitroBaseState
//cooldown timer
private IEnumerator startCoolDown(NitroStateManager nSM){
//nSM.driver.startUICooldown("Nitro");
nSM.driver.startUICooldown("Nitro");
yield return new WaitForSeconds(nSM.nitroItem.cooldownM);
cooldown = true;
}

View File

@@ -53,7 +53,7 @@ public class NitroStateManager : NetworkBehaviour
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
driver = GameObject.Find("PlayerCanvas").GetComponent<CoolDown>();
////
////Initialize Scripts