Added animator to no debug

This commit is contained in:
Evan Nydahl
2022-03-07 14:10:49 -06:00
parent ab552e5467
commit ee02e1eb59
20 changed files with 208 additions and 55 deletions

View File

@@ -35,12 +35,14 @@ public class AerialStateManager : NetworkBehaviour
////Components Section
public CharacterController moveController; // Character Controller
Rigidbody rB; // Players Rigidbody
Animator animator; // Animation Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////Variables Section
@@ -115,6 +117,7 @@ public class AerialStateManager : NetworkBehaviour
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
animationManager = GetComponent<AnimationManager>();
////
}
@@ -195,6 +198,7 @@ public class AerialStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}

View File

@@ -14,10 +14,12 @@ public class DashDashingState : DashBaseState
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
currentDashTime = 0; // resets dash time
dSM.GetComponent<Animator>().SetBool("isDashing", true);
}
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
moveDirection = Vector3.zero; // resets moveDirection
dSM.GetComponent<Animator>().SetBool("isDashing", false);
}
public override void UpdateState(DashStateManager dSM){

View File

@@ -18,13 +18,15 @@ public class DashStateManager : 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 MoveStateManager mSM; // movement state manager
public CoolDown driver; // cooldown driver
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////Items Section
@@ -42,6 +44,7 @@ public class DashStateManager : NetworkBehaviour
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
animationManager = GetComponent<AnimationManager>();
////
}
@@ -77,6 +80,7 @@ public class DashStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}
}

View File

@@ -37,12 +37,14 @@ public class MoveStateManager : 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 AerialStateManager aSM;
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////State Transition Variables
@@ -88,6 +90,7 @@ public class MoveStateManager : NetworkBehaviour
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////Initialize Scripts
@@ -162,6 +165,7 @@ public class MoveStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class MoveIdleState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isIdle", true);
Debug.Log("Entered Idle");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isIdle", false);
Debug.Log("Exited Idle");
}
public override void UpdateState(MoveStateManager mSM){

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class MoveJogState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isJogging", true);
Debug.Log("Entered Jog");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isJogging", false);
Debug.Log("Exited Jog");
}
public override void UpdateState(MoveStateManager mSM){

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class MoveRunState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isRunning", true);
Debug.Log("Entered Run");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isRunning", false);
Debug.Log("Exit Run");
}
public override void UpdateState(MoveStateManager mSM){

View File

@@ -5,11 +5,13 @@ using UnityEngine;
public class MoveWalkState : MoveBaseState
{
public override void EnterState(MoveStateManager mSM, MoveBaseState previousState){
mSM.GetComponent<Animator>().SetBool("isWalking", true);
Debug.Log("Entered Walk");
}
public override void ExitState(MoveStateManager mSM, MoveBaseState nextState){
mSM.GetComponent<Animator>().SetBool("isWalking", false);
Debug.Log("Exited Walk");
}
public override void UpdateState(MoveStateManager mSM){

View File

@@ -17,7 +17,7 @@ public class NitroStateManager : NetworkBehaviour
////
////Objects Sections
GameObject parentObj; // Parent object
public GameObject parentObj; // Parent object
////
////Components Section
@@ -31,6 +31,8 @@ public class NitroStateManager : NetworkBehaviour
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM; // move state manager
public CoolDown driver; // cooldown driver
//// AnimatorManagerScript
private AnimationManager animationManager;
////
////Items Section
@@ -50,6 +52,7 @@ public class NitroStateManager : 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 +94,7 @@ public class NitroStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}
}

View File

@@ -13,7 +13,7 @@ public class OffenseKickState : OffenseBaseState
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 +22,7 @@ public class OffenseKickState : OffenseBaseState
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(OffenseStateManager oSM){

View File

@@ -32,13 +32,15 @@ public class OffenseStateManager : 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 MoveStateManager mSM; // move state manager
public AerialStateManager aSM; // aerial state manager
//// AnimatorManagerScript
private AnimationManager animationManager;
////
void Awake(){
@@ -49,6 +51,7 @@ public class OffenseStateManager : NetworkBehaviour
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////Initialize Player Objects
@@ -97,6 +100,7 @@ public class OffenseStateManager : NetworkBehaviour
//updates current state and calls logic for entering
currentState = state;
animationManager.updateCurrentPriority();
currentState.EnterState(this, previousState);
}