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 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);
}
}