diff --git a/Assets/AnimationManager.cs b/Assets/AnimationManager.cs new file mode 100644 index 0000000..766585b --- /dev/null +++ b/Assets/AnimationManager.cs @@ -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(); + nitroState = GetComponent(); + moveState = GetComponent(); + dashState = GetComponent(); + aerialState = GetComponent(); + + animator = GetComponent(); + + } + + + + //this function will be called everytime a state is switched. If the new state change would change the current priority number, + //then the current priorty will changed + //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) + 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; + } + + //check to see if offense manager current state is any state that's doesn't have a weight of 0; + else if (offenseState.currentState.GetType() != typeof(dOffenseIncapacitatedState) && offenseState.currentState.GetType() != typeof(dOffenseNoneState) && offenseState.currentState.GetType() != typeof(dOffenseCooldownState)){ + highestPriority = 3; + } + //if current state in aerialManager is not grounded + else if (aerialState.currentState.GetType() != typeof(dAerialGroundedState)){ + highestPriority = 2; + } + //ground movement is the only state with a animation right now + else{ + highestPriority = 1; + } + //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. + //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 + public void SetCurrentPriorityState(int newPriority){ + //set var to new prio + currentPriority = newPriority; + //set animator priority var + animator.SetInteger("currentPriority", currentPriority); + } + + //return priority of a given state (stubbed out for not as not needed for current implementation but may be desired later) + public int GetCurrentPriortyValue(){ + return 0; + } + + //retrieve highest priority value (current priorty should almost always be + public int GetHighestPriorityValue(){ + return currentPriority; + } + +} diff --git a/Assets/AnimationManager.cs.meta b/Assets/AnimationManager.cs.meta new file mode 100644 index 0000000..ec04819 --- /dev/null +++ b/Assets/AnimationManager.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: db0579f1149ac2f4295639b1c9430bf6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Racer/Animations/New Animator Controller.controller b/Assets/Racer/Animations/New Animator Controller.controller index 7b57c1b..104122c 100644 --- a/Assets/Racer/Animations/New Animator Controller.controller +++ b/Assets/Racer/Animations/New Animator Controller.controller @@ -1,6 +1,148 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1102 &-8041272165486995060 +--- !u!1101 &-8107591750952066339 +AnimatorStateTransition: + m_ObjectHideFlags: 1 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: JogEnter + m_Conditions: + - 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target: {fileID: 7053551988629990270, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3} + propertyPath: m_Name + value: DebugSMPlayerPrefab objectReference: {fileID: 0} m_RemovedComponents: [] - m_SourcePrefab: {fileID: 100100000, guid: 6adb8bcc65ee3a54da64d7c65225f219, type: 3} + m_SourcePrefab: {fileID: 100100000, guid: 0ea305f96ab853340bb9f0ed320dac08, type: 3} --- !u!1 &988955190 GameObject: m_ObjectHideFlags: 0 @@ -732,7 +741,7 @@ Transform: - {fileID: 1364344412} - {fileID: 128722834} m_Father: {fileID: 0} - m_RootOrder: 7 + m_RootOrder: 6 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1099726822 GameObject: @@ -828,7 +837,7 @@ Transform: m_LocalScale: {x: 4, y: 4, z: 4} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 10 + m_RootOrder: 9 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1364344411 GameObject: @@ -7927,7 +7936,7 @@ Transform: - {fileID: 7166745667220549356} - {fileID: 7674073525341041895} m_Father: {fileID: 0} - m_RootOrder: 3 + m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &4717015385984152624 GameObject: @@ -9202,7 +9211,7 @@ Transform: - 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dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown + //dSM.StartCoroutine(startCoolDown(dSM)); // activates cooldown } public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/DebugDash/dDashDashingState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/DebugDash/dDashDashingState.cs index 5ecab9e..31379cc 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/DebugDash/dDashDashingState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/DebugDash/dDashDashingState.cs @@ -14,10 +14,12 @@ public class dDashDashingState : dDashBaseState public override void EnterState(dDashStateManager dSM, dDashBaseState previousState){ currentDashTime = 0; // resets dash time + dSM.GetComponent().SetBool("isDashing", true); } public override void ExitState(dDashStateManager dSM, dDashBaseState nextState){ moveDirection = Vector3.zero; // resets moveDirection + dSM.GetComponent().SetBool("isDashing", false); } public override void UpdateState(dDashStateManager dSM){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/dDashStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/dDashStateManager.cs index f75a5e6..fa042ad 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/dDashStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/dDashStateManager.cs @@ -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(); // set Character Controller animator = GetComponent(); // set animator + animationManager = GetComponent(); //driver = GameObject.Find("Canvas").GetComponent(); //// @@ -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); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs index 3261b82..a3f05fa 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveIdleState.cs @@ -5,11 +5,13 @@ using UnityEngine; public class dMoveIdleState : dMoveBaseState { public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ - + mSM.GetComponent().SetBool("isIdle", true); + Debug.Log("Entered Idle"); } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ - + mSM.GetComponent().SetBool("isIdle", false); + Debug.Log("Exited Idle"); } public override void UpdateState(dMoveStateManager mSM){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs index 5f83367..408332b 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveJogState.cs @@ -5,11 +5,13 @@ using UnityEngine; public class dMoveJogState : dMoveBaseState { public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ - + mSM.GetComponent().SetBool("isJogging", true); + Debug.Log("Entered Jog"); } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ - + mSM.GetComponent().SetBool("isJogging", false); + Debug.Log("Exited Jog"); } public override void UpdateState(dMoveStateManager mSM){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs index 6a7cc45..e36f9ce 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveRunState.cs @@ -5,11 +5,13 @@ using UnityEngine; public class dMoveRunState : dMoveBaseState { public override void EnterState(dMoveStateManager mSM, dMoveBaseState previousState){ - + mSM.GetComponent().SetBool("isRunning", true); + Debug.Log("Entered Run"); } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ - + mSM.GetComponent().SetBool("isRunning", false); + Debug.Log("Exit Run"); } public override void UpdateState(dMoveStateManager mSM){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs index d96998f..473be20 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/DebugWASD/dMoveWalkState.cs @@ -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().SetBool("isWalking", true); + Debug.Log("Entered Walk"); } public override void ExitState(dMoveStateManager mSM, dMoveBaseState nextState){ - + mSM.GetComponent().SetBool("isWalking", false); + Debug.Log("Exited Walk"); } public override void UpdateState(dMoveStateManager mSM){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs index 2deaac6..9538aa4 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugMoveState/dMoveStateManager.cs @@ -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 @@ -87,6 +89,7 @@ public class dMoveStateManager : NetworkBehaviour capCol.enabled = true; parentObj = transform.parent.gameObject; // set parent object animator = GetComponent(); // set animator + animationManager = GetComponent(); //// ////Initialize Scripts @@ -151,6 +154,8 @@ 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); } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugNitroState/dNitroStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugNitroState/dNitroStateManager.cs index b100836..c8644db 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugNitroState/dNitroStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugNitroState/dNitroStateManager.cs @@ -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(); // set animator + animationManager = GetComponent(); //driver = GameObject.Find("Canvas").GetComponent(); //// @@ -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); } } diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/DebugKick&Punch/dOffenseKickState.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/DebugKick&Punch/dOffenseKickState.cs index e330b1e..ac15c50 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/DebugKick&Punch/dOffenseKickState.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/DebugKick&Punch/dOffenseKickState.cs @@ -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){ diff --git a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/dOffenseStateManager.cs b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/dOffenseStateManager.cs index f2d9ebb..2800bce 100644 --- a/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/dOffenseStateManager.cs +++ b/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/dOffenseStateManager.cs @@ -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(); // set Capsule Collider capCol.enabled = true; animator = GetComponent(); // set animator + animationManager = GetComponent(); //// ////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); } diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index b6e5fd2..6eb82cb 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -6,35 +6,35 @@ EditorUserSettings: serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: - 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