using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAPI; using MLAPI.Messaging; public class OffenseStateManager : NetworkBehaviour { ////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 GameObject leg; // leg object public GameObject legHitbox; // leg hitbox //// ////Components Section public CharacterController moveController; // Character Controller Rigidbody rB; // Players Rigidbody CapsuleCollider capCol; // Players Capsule Collider Animator animator; // Animation Controller //// ////Scripts Section public PlayerStats pStats; // Player Stats public MoveStateManager mSM; // move state manager public AerialStateManager aSM; // aerial state manager //// void Awake(){ ////Initialize Player Components moveController = GetComponent(); // set Character Controller rB = GetComponent(); //set Rigid Body capCol = GetComponent(); // set Capsule Collider capCol.enabled = true; animator = GetComponent(); // set animator //// ////Initialize Player Objects leg = transform.Find("Leg").gameObject; // Set Leg Object legHitbox = leg.transform.Find("LegHitbox").gameObject; // Set Leg Hitbox leg.SetActive(false); parentObj = transform.parent.gameObject; // set parent object //// ////Initialize Scripts pStats = GetComponent(); // set PlayerStats mSM = GetComponent(); // set move state manager aSM = GetComponent(); // set aerial state manager //// } void Start(){ //players starting state currentState = NoneState; previousState = NoneState; currentState.EnterState(this, previousState); } 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); } 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); } //Collision checker for the leg private void OnCollisionEnter(Collision collision) { if (!IsLocalPlayer) { return; } Collider myCollider = collision.contacts[0].thisCollider; // Kickable items must be handled through the server since they need to modify the NetworkTransform if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent()) { Vector3 direction = this.transform.forward; //ulong prefabHash = collision.gameObject.GetComponent().PrefabHash; ulong netObjID = collision.gameObject.GetComponent().NetworkObjectId; ApplyKickServerRPC(direction, netObjID); } if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent()){ collision.transform.gameObject.GetComponent().damage(pStats.KickPow); } } [ServerRpc(RequireOwnership = false)] private void ApplyKickServerRPC(Vector3 direction, ulong netObjId) { GameObject[] kickables = GameObject.FindGameObjectsWithTag("kickable"); foreach (GameObject kickedItem in kickables) { // First check to make sure this is the item we kicked if (kickedItem.GetComponent() != null && kickedItem.GetComponent().NetworkObjectId == netObjId) { // First turn off kinematic if (kickedItem.gameObject.GetComponent().isKinematic == true) { kickedItem.gameObject.GetComponent().isKinematic = false; } // Then apply the force kickedItem.gameObject.GetComponent().AddForce(direction * pStats.KickPow, ForceMode.Impulse); // Then return since we only kicked one item and don't need to check the remainder of the items return; } } } }