State machine player is networked

small cleanups are still needed
This commit is contained in:
Melbyj1125 2022-02-16 14:21:34 -06:00
parent dfd1687224
commit f0936f4cee
15 changed files with 5790 additions and 5392 deletions

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@ -282,7 +282,7 @@ MonoBehaviour:
- PostGame
AllowRuntimeSceneChanges: 0
NetworkPrefabs:
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PlayerPrefab: 0
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PlayerPrefab: 0

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@ -125,7 +125,11 @@ public class Pitfall : NetworkBehaviour
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<AudioListener>().enabled = true;
GameHandler.FindGameObjectInChildWithTag(character, "PlayerCam").GetComponent<PlayerCam>().enabled = true;
character.GetComponentInChildren<PlayerMovement>().enabled = true;
character.GetComponentInChildren<MoveStateManager>().enabled = true;
character.GetComponentInChildren<DashStateManager>().enabled = true;
character.GetComponentInChildren<NitroStateManager>().enabled = true;
character.GetComponentInChildren<AerialStateManager>().enabled = true;
character.GetComponentInChildren<OffenseStateManager>().enabled = true;
}
}

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@ -57,8 +57,20 @@ public class GameHandler : NetworkBehaviour
}
// Re-enable the runner movement
if (localPlayer.GetComponentInChildren<PlayerMovement>() != null) {
localPlayer.GetComponentInChildren<PlayerMovement>().enabled = true;
if (localPlayer.GetComponentInChildren<MoveStateManager>() != null) {
localPlayer.GetComponentInChildren<MoveStateManager>().enabled = true;
}
if (localPlayer.GetComponentInChildren<AerialStateManager>() != null) {
localPlayer.GetComponentInChildren<AerialStateManager>().enabled = true;
}
if (localPlayer.GetComponentInChildren<OffenseStateManager>() != null) {
localPlayer.GetComponentInChildren<OffenseStateManager>().enabled = true;
}
if (localPlayer.GetComponentInChildren<DashStateManager>() != null) {
localPlayer.GetComponentInChildren<DashStateManager>().enabled = true;
}
if (localPlayer.GetComponentInChildren<NitroStateManager>() != null) {
localPlayer.GetComponentInChildren<NitroStateManager>().enabled = true;
}
// Re-enable the kings movement

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@ -143,12 +143,17 @@ public class AerialStateManager : NetworkBehaviour
}
void Update(){
if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
if(moveController.enabled){

View File

@ -63,11 +63,17 @@ public class DashStateManager : NetworkBehaviour
}
void Update(){
if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}

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@ -107,12 +107,15 @@ public class MoveStateManager : NetworkBehaviour
slideUp = GetComponentInParent<Transform>().up; // get parents up direction
distToGround = GetComponent<Collider>().bounds.extents.y; // set players distance to ground
if (!IsLocalPlayer) { return; }
Cursor.lockState = CursorLockMode.Locked; // Lock cursor on start if you are the local player
}
// Update is called once per frame
void Update()
{
//if (!IsLocalPlayer) { return; }
//calculates vel using driftVel will need to be relocated
calculatedCurVel = driftVel.magnitude * 50f;
@ -124,6 +127,8 @@ public class MoveStateManager : NetworkBehaviour
void FixedUpdate(){
//if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);

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@ -67,11 +67,17 @@ public class NitroStateManager : NetworkBehaviour
}
void Update(){
if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}

View File

@ -72,11 +72,17 @@ public class OffenseStateManager : NetworkBehaviour
}
void Update(){
if (!IsLocalPlayer) { return; }
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
if (!IsLocalPlayer) { return; }
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}

View File

@ -17,10 +17,10 @@ public class PlayerCam : NetworkBehaviour
void Update ()
{
if (!IsLocalPlayer) { return; }
//if (!IsLocalPlayer) { return; }
offset = transform.parent.forward * rad.magnitude;
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+2),(player.transform.position.z - offset.z));
transform.position = new Vector3((player.transform.position.x - offset.x),((player.transform.position.y - offset.y)+3),(player.transform.position.z - offset.z));
}
}

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