TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugNitroState/dNitroStateManager.cs
Evan Nydahl 3481c5087a Added dCoolDown for debugPlayer
-This change was required due to change in base cooldown script
2022-03-14 21:54:21 -05:00

103 lines
3.0 KiB
C#

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<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
animationManager = GetComponent<dAnimationManager>();
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<dMoveStateManager>(); // 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);
}
}