mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-04-26 02:00:54 -05:00
Merge branch 'animationController' into main
This commit is contained in:
commit
ab552e5467
99
Assets/AnimationManager.cs
Normal file
99
Assets/AnimationManager.cs
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AnimationManager : MonoBehaviour
|
||||
{
|
||||
//current priority weight
|
||||
|
||||
//priority 0: priority value of offense and aerial state when not active (should never be current priority)-- is grounded/ incapactiatated, None, and cooldown
|
||||
//priority 1: ground state (nothing else active)
|
||||
//priority 2: aerial state (nothing above it)
|
||||
//priority 3: offense state (nothing above it)
|
||||
//priority 4: dash state (nothing above it)
|
||||
//priority 5: incapacitated state
|
||||
|
||||
//highest priority/currently active animations;
|
||||
private int currentPriority = 1;
|
||||
|
||||
//declare references to all the state managers
|
||||
private dOffenseStateManager offenseState;
|
||||
private dNitroStateManager nitroState;
|
||||
private dMoveStateManager moveState;
|
||||
private dDashStateManager dashState;
|
||||
private dAerialStateManager aerialState;
|
||||
|
||||
//declare reference to animator
|
||||
private Animator animator;
|
||||
|
||||
//retrieve all state managers
|
||||
private void Awake()
|
||||
{
|
||||
//initialize all state managers references
|
||||
offenseState = GetComponent<dOffenseStateManager>();
|
||||
nitroState = GetComponent<dNitroStateManager>();
|
||||
moveState = GetComponent<dMoveStateManager>();
|
||||
dashState = GetComponent<dDashStateManager>();
|
||||
aerialState = GetComponent<dAerialStateManager>();
|
||||
|
||||
animator = GetComponent<Animator>();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
//this function will be called everytime a state is switched. If the new state change would change the current priority number,
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||||
//then the current priorty will changed
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||||
//Note: if we ever want to have this manager keep track of current animation state and not just a priorty number,
|
||||
//then this will need to be changed later (also if we want to add additional animations)
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||||
public void updateCurrentPriority(){
|
||||
int highestPriority;
|
||||
//check if MoveStateManager's current state is incapcitated state
|
||||
if (moveState.currentState.GetType() == typeof(dMoveRagdollState) || moveState.currentState.GetType() == typeof(dMoveRecoveringState)){
|
||||
highestPriority = 5;
|
||||
|
||||
}
|
||||
//if dash manager current state is dashing
|
||||
else if (dashState.currentState.GetType() == typeof(dDashDashingState)){
|
||||
highestPriority = 4;
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||||
}
|
||||
|
||||
//check to see if offense manager current state is any state that's doesn't have a weight of 0;
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||||
else if (offenseState.currentState.GetType() != typeof(dOffenseIncapacitatedState) && offenseState.currentState.GetType() != typeof(dOffenseNoneState) && offenseState.currentState.GetType() != typeof(dOffenseCooldownState)){
|
||||
highestPriority = 3;
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||||
}
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||||
//if current state in aerialManager is not grounded
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||||
else if (aerialState.currentState.GetType() != typeof(dAerialGroundedState)){
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||||
highestPriority = 2;
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||||
}
|
||||
//ground movement is the only state with a animation right now
|
||||
else{
|
||||
highestPriority = 1;
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||||
}
|
||||
//if highest priorty does not equal current, then a state changed has resulted in a new higher priorty animation
|
||||
if(highestPriority != currentPriority){
|
||||
currentPriority = highestPriority;
|
||||
animator.SetInteger("currentPriority", currentPriority);
|
||||
|
||||
}
|
||||
}
|
||||
//function will set the currentPriorty to the newPriority arguement.
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||||
//Note: this function is mostly meant to exist if we need to force a new priorty for some reason, otherwise lgoci will be handled in check
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||||
public void SetCurrentPriorityState(int newPriority){
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||||
//set var to new prio
|
||||
currentPriority = newPriority;
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||||
//set animator priority var
|
||||
animator.SetInteger("currentPriority", currentPriority);
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||||
}
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||||
|
||||
//return priority of a given state (stubbed out for not as not needed for current implementation but may be desired later)
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||||
public int GetCurrentPriortyValue(){
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||||
return 0;
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||||
}
|
||||
|
||||
//retrieve highest priority value (current priorty should almost always be
|
||||
public int GetHighestPriorityValue(){
|
||||
return currentPriority;
|
||||
}
|
||||
|
||||
}
|
||||
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@ -8,7 +8,7 @@ public class dDashCooldownState : dDashBaseState
|
|||
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||||
public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
|
||||
cooldown = false; // sets cooldown
|
||||
dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
|
||||
//dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown
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}
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public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
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@ -14,10 +14,12 @@ public class dDashDashingState : dDashBaseState
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public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){
|
||||
currentDashTime = 0; // resets dash time
|
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dSM.GetComponent<Animator>().SetBool("isDashing", true);
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}
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||||
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||||
public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){
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moveDirection = Vector3.zero; // resets moveDirection
|
||||
dSM.GetComponent<Animator>().SetBool("isDashing", false);
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}
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public override void UpdateState(dDashStateManager dSM){
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@ -18,13 +18,15 @@ public class dDashStateManager : NetworkBehaviour
|
|||
|
||||
////Components Section
|
||||
public CharacterController moveController; // Character Controller
|
||||
Animator animator; // Animation Controller
|
||||
public Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public dMoveStateManager mSM; // movement state manager
|
||||
public CoolDown driver; // cooldown driver
|
||||
//// AnimatorManagerScript
|
||||
private AnimationManager animationManager;
|
||||
////
|
||||
|
||||
////Items Section
|
||||
|
|
@ -36,6 +38,7 @@ public class dDashStateManager : NetworkBehaviour
|
|||
////Initialize Player Components
|
||||
moveController = GetComponent<CharacterController>(); // set Character Controller
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
animationManager = GetComponent<AnimationManager>();
|
||||
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
|
||||
////
|
||||
|
||||
|
|
@ -77,6 +80,8 @@ public class dDashStateManager : NetworkBehaviour
|
|||
|
||||
//updates current state and calls logic for entering
|
||||
currentState = state;
|
||||
//update current animation priorty in animation manager
|
||||
animationManager.updateCurrentPriority();
|
||||
currentState.EnterState(this, previousState);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -5,11 +5,13 @@ using UnityEngine;
|
|||
public class dMoveIdleState : dMoveBaseState
|
||||
{
|
||||
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isIdle", true);
|
||||
Debug.Log("Entered Idle");
|
||||
}
|
||||
|
||||
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isIdle", false);
|
||||
Debug.Log("Exited Idle");
|
||||
}
|
||||
|
||||
public override void UpdateState(dMoveStateManager mSM){
|
||||
|
|
|
|||
|
|
@ -5,11 +5,13 @@ using UnityEngine;
|
|||
public class dMoveJogState : dMoveBaseState
|
||||
{
|
||||
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isJogging", true);
|
||||
Debug.Log("Entered Jog");
|
||||
}
|
||||
|
||||
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isJogging", false);
|
||||
Debug.Log("Exited Jog");
|
||||
}
|
||||
|
||||
public override void UpdateState(dMoveStateManager mSM){
|
||||
|
|
|
|||
|
|
@ -5,11 +5,13 @@ using UnityEngine;
|
|||
public class dMoveRunState : dMoveBaseState
|
||||
{
|
||||
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isRunning", true);
|
||||
Debug.Log("Entered Run");
|
||||
}
|
||||
|
||||
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isRunning", false);
|
||||
Debug.Log("Exit Run");
|
||||
}
|
||||
|
||||
public override void UpdateState(dMoveStateManager mSM){
|
||||
|
|
|
|||
|
|
@ -4,12 +4,17 @@ using UnityEngine;
|
|||
|
||||
public class dMoveWalkState : dMoveBaseState
|
||||
{
|
||||
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
|
||||
|
||||
//set reference to animator in mSM for each manager
|
||||
public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){
|
||||
//get component is semi expensive--may want to ahve all statemanagers have a reference to animator
|
||||
mSM.GetComponent<Animator>().SetBool("isWalking", true);
|
||||
Debug.Log("Entered Walk");
|
||||
}
|
||||
|
||||
public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){
|
||||
|
||||
mSM.GetComponent<Animator>().SetBool("isWalking", false);
|
||||
Debug.Log("Exited Walk");
|
||||
}
|
||||
|
||||
public override void UpdateState(dMoveStateManager mSM){
|
||||
|
|
|
|||
|
|
@ -37,12 +37,14 @@ public class dMoveStateManager : NetworkBehaviour
|
|||
public CharacterController moveController; // Character Controller
|
||||
public Rigidbody rB; // Players Rigidbody
|
||||
public CapsuleCollider capCol; // Players Capsule Collider
|
||||
private Animator animator; // Animation Controller
|
||||
public Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public dAerialStateManager aSM;
|
||||
//// AnimatorManagerScript
|
||||
private AnimationManager animationManager;
|
||||
////
|
||||
|
||||
////State Transition Variables
|
||||
|
|
@ -88,6 +90,7 @@ public class dMoveStateManager : NetworkBehaviour
|
|||
capCol.enabled = true;
|
||||
parentObj = transform.parent.gameObject; // set parent object
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
animationManager = GetComponent<AnimationManager>();
|
||||
////
|
||||
|
||||
////Initialize Scripts
|
||||
|
|
@ -165,6 +168,8 @@ public class dMoveStateManager : NetworkBehaviour
|
|||
|
||||
//updates current state and calls logic for entering
|
||||
currentState = state;
|
||||
//update current animation priorty in animation manager
|
||||
animationManager.updateCurrentPriority();
|
||||
currentState.EnterState(this, previousState);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -24,13 +24,15 @@ public class dNitroStateManager : NetworkBehaviour
|
|||
public CharacterController moveController; // Character Controller
|
||||
Rigidbody rB; // Players Rigidbody
|
||||
CapsuleCollider capCol; // Players Capsule Collider
|
||||
Animator animator; // Animation Controller
|
||||
public Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public dMoveStateManager mSM; // move state manager
|
||||
public CoolDown driver; // cooldown driver
|
||||
//// AnimatorManagerScript
|
||||
private AnimationManager animationManager;
|
||||
////
|
||||
|
||||
////Items Section
|
||||
|
|
@ -41,6 +43,7 @@ public class dNitroStateManager : NetworkBehaviour
|
|||
public float nitroVelBoost = 40;
|
||||
public float nitroAccBoost = .4f;
|
||||
|
||||
|
||||
void Awake(){
|
||||
|
||||
////Initialize Player Components
|
||||
|
|
@ -50,6 +53,7 @@ public class dNitroStateManager : NetworkBehaviour
|
|||
capCol.enabled = true;
|
||||
parentObj = transform.parent.gameObject; // set parent object
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
animationManager = GetComponent<AnimationManager>();
|
||||
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
|
||||
////
|
||||
|
||||
|
|
@ -91,6 +95,8 @@ public class dNitroStateManager : NetworkBehaviour
|
|||
|
||||
//updates current state and calls logic for entering
|
||||
currentState = state;
|
||||
//update current animation priorty in animation manager
|
||||
animationManager.updateCurrentPriority();
|
||||
currentState.EnterState(this, previousState);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,6 +14,7 @@ public class dOffenseKickState : dOffenseBaseState
|
|||
oSM.leg.SetActive(true); // activate leg
|
||||
kicked = false; // haven't kicked
|
||||
|
||||
oSM.animator.SetBool("IsKicking", true);
|
||||
//start kicking routine
|
||||
oSM.StartCoroutine(kicking(1f));
|
||||
}
|
||||
|
|
@ -22,6 +23,7 @@ public class dOffenseKickState : dOffenseBaseState
|
|||
legRotation = 0; // reset leg angle
|
||||
oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
|
||||
oSM.leg.SetActive(false); // reset leg angle
|
||||
oSM.animator.SetBool("IsKicking", false);
|
||||
}
|
||||
|
||||
public override void UpdateState(dOffenseStateManager oSM){
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@ using MLAPI;
|
|||
|
||||
public class dOffenseStateManager : NetworkBehaviour
|
||||
{
|
||||
|
||||
////Player States
|
||||
public dOffenseBaseState currentState;
|
||||
public dOffenseBaseState previousState;
|
||||
|
|
@ -31,14 +32,16 @@ public class dOffenseStateManager : NetworkBehaviour
|
|||
public CharacterController moveController; // Character Controller
|
||||
Rigidbody rB; // Players Rigidbody
|
||||
CapsuleCollider capCol; // Players Capsule Collider
|
||||
Animator animator; // Animation Controller
|
||||
public Animator animator; // Animation Controller
|
||||
////
|
||||
|
||||
////Scripts Section
|
||||
public PlayerStats pStats; // Player Stats
|
||||
public dMoveStateManager mSM; // move state manager
|
||||
public dAerialStateManager aSM; // aerial state manager
|
||||
////
|
||||
//// AnimatorManagerScript
|
||||
private AnimationManager animationManager;
|
||||
///
|
||||
|
||||
void Awake(){
|
||||
|
||||
|
|
@ -48,6 +51,7 @@ public class dOffenseStateManager : NetworkBehaviour
|
|||
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
|
||||
capCol.enabled = true;
|
||||
animator = GetComponent<Animator>(); // set animator
|
||||
animationManager = GetComponent<AnimationManager>();
|
||||
////
|
||||
|
||||
////Initialize Player Objects
|
||||
|
|
@ -96,6 +100,8 @@ public class dOffenseStateManager : NetworkBehaviour
|
|||
|
||||
//updates current state and calls logic for entering
|
||||
currentState = state;
|
||||
//update current animation priorty in animation manager
|
||||
animationManager.updateCurrentPriority();
|
||||
currentState.EnterState(this, previousState);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ EditorUserSettings:
|
|||
value: 22424703114646680e0b0227036c7b151b180b652b3a27292f260573f1e33136e7a923e7ee2e26
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-1:
|
||||
value: 22424703114646680e0b0227036c7b151b180b6501273035202c1327d1e33136e7a923e7ee2e26
|
||||
value: 22424703114646680e0b0227036c6b19021b1d192f2d2835633c133af6f9
|
||||
flags: 0
|
||||
RecentlyUsedScenePath-2:
|
||||
value: 22424703114646680e0b0227036c731f1415016439262f2434
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user