TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugOffenseState/dOffenseStateManager.cs
2022-03-07 11:26:13 -06:00

131 lines
4.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
public class dOffenseStateManager : NetworkBehaviour
{
////Player States
public dOffenseBaseState currentState;
public dOffenseBaseState previousState;
//Offense States
public dOffenseNoneState NoneState = new dOffenseNoneState();
public dOffenseIncapacitatedState IncapacitatedState = new dOffenseIncapacitatedState();
public dOffenseCooldownState CooldownState = new dOffenseCooldownState();
//Kick&Punch States
public dOffenseKickState KickState = new dOffenseKickState();
public dOffenseAirKickState AirKickState = new dOffenseAirKickState();
public dOffensePunchState PunchState = new dOffensePunchState();
public dOffenseAirPunchState AirPunchState = new dOffenseAirPunchState();
////
////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
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // move state manager
public dAerialStateManager aSM; // aerial state manager
//// AnimatorManagerScript
private AnimationManager animationManager;
///
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;
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<AnimationManager>();
////
////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<PlayerStats>(); // set PlayerStats
mSM = GetComponent<dMoveStateManager>(); // set move state manager
aSM = GetComponent<dAerialStateManager>(); // 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(dOffenseBaseState 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);
}
//Collision checker for the leg
private void OnCollisionEnter(Collision collision)
{
//if (!IsLocalPlayer) { return; }
Collider myCollider = collision.contacts[0].thisCollider;
if (collision.transform.CompareTag("kickable") && myCollider == legHitbox.GetComponent<Collider>()){
if(collision.gameObject.GetComponent<Rigidbody>().isKinematic == true){
collision.gameObject.GetComponent<Rigidbody>().isKinematic = false;
}
Vector3 direction = this.transform.forward;
Debug.Log(direction);
collision.rigidbody.AddForce(direction * pStats.KickPow, ForceMode.Impulse);
}
if (collision.transform.CompareTag("destroyable") && myCollider == legHitbox.GetComponent<Collider>()){
collision.transform.gameObject.GetComponent<BreakableBlock>().damage(pStats.KickPow);
}
// if(collision.transform.CompareTag("ArcherTarget") && myCollider == legHitbox.GetComponent<Collider>()){
// Vector3 direction = this.transform.forward;
// collision.gameObject.GetComponent<dMoveStateManager>().GetHit(this.transform.forward, 10);
// }
}
}