using System.Collections; using System.Collections.Generic; using UnityEngine; using MLAPI; public class dNitroStateManager : NetworkBehaviour { ////Player States public dNitroBaseState currentState; public dNitroBaseState previousState; //Nitro States public dNitroNoneState NoneState = new dNitroNoneState(); public dNitroIncapacitatedState IncapacitatedState = new dNitroIncapacitatedState(); public dNitroCooldownState CooldownState = new dNitroCooldownState(); public dNitroNitroingState NitroingState = new dNitroNitroingState(); //// ////Objects Sections GameObject parentObj; // Parent object //// ////Components Section public CharacterController moveController; // Character Controller Rigidbody rB; // Players Rigidbody CapsuleCollider capCol; // Players Capsule Collider public Animator animator; // Animation Controller //// ////Scripts Section public PlayerStats pStats; // Player Stats public dMoveStateManager mSM; // move state manager public dCoolDown driver; // cooldown driver //// AnimatorManagerScript private dAnimationManager animationManager; //// ////Items Section public SpecialItem nitroItem; // nitro item //// ////Variables Section public float nitroVelBoost = 40; public float nitroAccBoost = .4f; void Awake(){ ////Initialize Player Components moveController = GetComponent(); // set Character Controller rB = GetComponent(); //set Rigid Body capCol = GetComponent(); // set Capsule Collider capCol.enabled = true; parentObj = transform.parent.gameObject; // set parent object animator = GetComponent(); // set animator animationManager = GetComponent(); //// ////Initialize Scripts pStats = GetComponent(); // set PlayerStats mSM = GetComponent(); // set move 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(dNitroBaseState state){ currentState.ExitState(this, state); //Sets the previous State previousState = currentState; //updates current state and calls logic for entering currentState = state; //update current animation priorty in animation manager animationManager.updateCurrentPriority(); currentState.EnterState(this, previousState); } }