using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAPI; public class DashStateManager : NetworkBehaviour { ////Player States public DashBaseState currentState; public DashBaseState previousState; //Dash States public DashNoneState NoneState = new DashNoneState(); public DashIncapacitatedState IncapacitatedState = new DashIncapacitatedState(); public DashCooldownState CooldownState = new DashCooldownState(); public DashDashingState DashingState = new DashDashingState(); //// ////Components Section public CharacterController moveController; // Character 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 public SpecialItem dashItem; // dash item //// void Awake(){ ////Initialize Player Components moveController = GetComponent(); // set Character Controller animator = GetComponent(); // set animator //// ////Initialize Scripts pStats = GetComponent(); // set PlayerStats mSM = GetComponent(); // set move state manager animationManager = GetComponent(); //// } void Start(){ //players starting state currentState = NoneState; previousState = NoneState; currentState.EnterState(this, previousState); } void Update(){ if(currentState == null){ //players starting state currentState = NoneState; previousState = NoneState; currentState.EnterState(this, previousState); } 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); } public void SwitchState(DashBaseState state){ if (!IsLocalPlayer) { return; } currentState.ExitState(this, state); //Sets the previous State previousState = currentState; //updates current state and calls logic for entering currentState = state; animationManager.updateCurrentPriority(); currentState.EnterState(this, previousState); } }