Merge branch 'animationController' into main

This commit is contained in:
Evan Nydahl
2022-03-07 11:26:13 -06:00
16 changed files with 1225 additions and 123 deletions

View File

@@ -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){

View File

@@ -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);
}