Setup all the files so they can be state machined

This commit is contained in:
Melbyj1125 2022-02-15 21:37:49 -06:00
parent 833183d034
commit f580be178a
18 changed files with 352 additions and 139 deletions

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DashCooldownState : MonoBehaviour
public class DashCooldownState : DashBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
}
public override void UpdateState(DashStateManager dSM){
}
public override void FixedUpdateState(DashStateManager dSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DashDashingState : MonoBehaviour
public class DashDashingState : DashBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
}
public override void UpdateState(DashStateManager dSM){
}
public override void FixedUpdateState(DashStateManager dSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DashIncapacitatedState : MonoBehaviour
public class DashIncapacitatedState : DashBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
}
public override void UpdateState(DashStateManager dSM){
}
public override void FixedUpdateState(DashStateManager dSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class DashNoneState : MonoBehaviour
public class DashNoneState : DashBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(DashStateManager dSM, DashBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(DashStateManager dSM, DashBaseState nextState){
}
public override void UpdateState(DashStateManager dSM){
}
public override void FixedUpdateState(DashStateManager dSM){
}
}

View File

@ -12,11 +12,11 @@ public class DashStateManager : MonoBehaviour
public DashNoneState NoneState = new DashNoneState();
public DashIncapacitatedState IncapacitatedState = new DashIncapacitatedState();
public DashCooldownState CooldownState = new DashCooldownState();
public DashDashingState DashingState = new DashDashingState();
////
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
@ -30,4 +30,50 @@ public class DashStateManager : MonoBehaviour
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = NoneState;
previousState = NoneState;
currentState.EnterState(this, previousState);
}
void Update(){
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(DashBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NitroCooldownState : MonoBehaviour
public class NitroCooldownState : NitroBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
}
public override void UpdateState(NitroStateManager nSM){
}
public override void FixedUpdateState(NitroStateManager nSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NitroIncapacitatedState : MonoBehaviour
public class NitroIncapacitatedState : NitroBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
}
public override void UpdateState(NitroStateManager nSM){
}
public override void FixedUpdateState(NitroStateManager nSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NitroNitroingState : MonoBehaviour
public class NitroNitroingState : NitroBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
}
public override void UpdateState(NitroStateManager nSM){
}
public override void FixedUpdateState(NitroStateManager nSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class NitroNoneState : MonoBehaviour
public class NitroNoneState : NitroBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(NitroStateManager nSM, NitroBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(NitroStateManager nSM, NitroBaseState nextState){
}
public override void UpdateState(NitroStateManager nSM){
}
public override void FixedUpdateState(NitroStateManager nSM){
}
}

View File

@ -7,11 +7,16 @@ public class NitroStateManager : MonoBehaviour
////Player States
public NitroBaseState currentState;
public NitroBaseState previousState;
//Nitro States
public NitroNoneState NoneState = new NitroNoneState();
public NitroIncapacitatedState IncapacitatedState = new NitroIncapacitatedState();
public NitroCooldownState CooldownState = new NitroCooldownState();
public NitroNitroingState NitroingState = new NitroNitroingState();
////
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
@ -25,4 +30,50 @@ public class NitroStateManager : MonoBehaviour
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = NoneState;
previousState = NoneState;
currentState.EnterState(this, previousState);
}
void Update(){
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(NitroBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseAirKickState : MonoBehaviour
public class OffenseAirKickState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseAirPunchState : MonoBehaviour
public class OffenseAirPunchState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseKickState : MonoBehaviour
public class OffenseKickState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffensePunchState : MonoBehaviour
public class OffensePunchState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseCooldownState : MonoBehaviour
public class OffenseCooldownState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseIncapacitatedState : MonoBehaviour
public class OffenseIncapacitatedState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -2,17 +2,21 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseNoneState : MonoBehaviour
public class OffenseNoneState : OffenseBaseState
{
// Start is called before the first frame update
void Start()
{
public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
}
// Update is called once per frame
void Update()
{
public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
}
public override void UpdateState(OffenseStateManager oSM){
}
public override void FixedUpdateState(OffenseStateManager oSM){
}
}

View File

@ -7,11 +7,21 @@ public class OffenseStateManager : MonoBehaviour
////Player States
public OffenseBaseState currentState;
public OffenseBaseState previousState;
//Offense States
public OffenseNoneState NoneState = new OffenseNoneState();
public OffenseIncapacitatedState IncapacitatedState = new OffenseIncapacitatedState();
public OffenseCooldownState CooldownState = new OffenseCooldownState();
//Kick&Punch States
public OffenseKickState KickState = new OffenseKickState();
public OffenseAirKickState AirKickState = new OffenseAirKickState();
public OffensePunchState PunchState = new OffensePunchState();
public OffenseAirPunchState AirPunchState = new OffenseAirPunchState();
////
////Objects Sections
GameObject parentObj; // Parent object
public Camera cam; // Camera object
////
////Components Section
@ -25,4 +35,50 @@ public class OffenseStateManager : MonoBehaviour
public PlayerStats pStats; // Player Stats
public MoveStateManager mSM;
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
rB = GetComponent<Rigidbody>(); //set Rigid Body
capCol = GetComponent<CapsuleCollider>(); // set Capsule Collider
capCol.enabled = true;
parentObj = transform.parent.gameObject; // set parent object
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
////
}
void Start(){
//players starting state
currentState = NoneState;
previousState = NoneState;
currentState.EnterState(this, previousState);
}
void Update(){
//calls any logic in the update state from current state
currentState.UpdateState(this);
}
void FixedUpdate(){
//calls any logic in the fixed update state from current state
currentState.FixedUpdateState(this);
}
public void SwitchState(OffenseBaseState state){
currentState.ExitState(this, state);
//Sets the previous State
previousState = currentState;
//updates current state and calls logic for entering
currentState = state;
currentState.EnterState(this, previousState);
}
}