TheKingsRace/Assets/Scripts/PlayerScripts/DebugStateMachine/DebugDashState/dDashStateManager.cs
2022-03-07 14:10:49 -06:00

88 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MLAPI;
public class dDashStateManager : NetworkBehaviour
{
////Player States
public dDashBaseState currentState;
public dDashBaseState previousState;
//Dash States
public dDashNoneState NoneState = new dDashNoneState();
public dDashIncapacitatedState IncapacitatedState = new dDashIncapacitatedState();
public dDashCooldownState CooldownState = new dDashCooldownState();
public dDashDashingState DashingState = new dDashDashingState();
////
////Components Section
public CharacterController moveController; // Character Controller
public Animator animator; // Animation Controller
////
////Scripts Section
public PlayerStats pStats; // Player Stats
public dMoveStateManager mSM; // movement state manager
public CoolDown driver; // cooldown driver
//// AnimatorManagerScript
private dAnimationManager animationManager;
////
////Items Section
public SpecialItem dashItem; // dash item
////
void Awake(){
////Initialize Player Components
moveController = GetComponent<CharacterController>(); // set Character Controller
animator = GetComponent<Animator>(); // set animator
animationManager = GetComponent<dAnimationManager>();
//driver = GameObject.Find("Canvas").GetComponent<CoolDown>();
////
////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(dDashBaseState 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);
}
}