using System.Collections; using System.Collections.Generic; using UnityEngine; 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 //// ////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; //// ////Items Section public SpecialItem nitroItem; //// ////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 //// ////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(){ //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); } }