TheKingsRace/Assets/Scripts/PlayerScripts/DebugPlayer/DebugStateStuff/OffenseState/OffenseStateManager.cs

85 lines
2.6 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class OffenseStateManager : MonoBehaviour
{
////Player States
public OffenseBaseState currentState;
public OffenseBaseState previousState;
//Offense States
public OffenseNoneState NoneState = new OffenseNoneState();
public OffenseIncapacitatedState IncapacitatedState = new OffenseIncapacitatedState();
public OffenseCooldownState CooldownState = new OffenseCooldownState();
//Kick&Punch States
public OffenseKickState KickState = new OffenseKickState();
public OffenseAirKickState AirKickState = new OffenseAirKickState();
public OffensePunchState PunchState = new OffensePunchState();
public OffenseAirPunchState AirPunchState = new OffenseAirPunchState();
////
////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;
////
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
////
////Initialize Scripts
pStats = GetComponent<PlayerStats>(); // set PlayerStats
mSM = GetComponent<MoveStateManager>(); // 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(OffenseBaseState 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);
}
}