TheKingsRace/Assets/Scripts/PlayerScripts/NetworkedStateMachines/DashState/DashStateManager.cs
2022-03-30 12:31:38 -05:00

93 lines
2.7 KiB
C#

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<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // set move state manager
animationManager = GetComponent<AnimationManager>();
////
}
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);
}
}