diff options
Diffstat (limited to 'Assets/Scripts/Test/ArmorSoldierScript_States.cs')
-rw-r--r-- | Assets/Scripts/Test/ArmorSoldierScript_States.cs | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/Assets/Scripts/Test/ArmorSoldierScript_States.cs b/Assets/Scripts/Test/ArmorSoldierScript_States.cs deleted file mode 100644 index 3df583f2..00000000 --- a/Assets/Scripts/Test/ArmorSoldierScript_States.cs +++ /dev/null @@ -1,64 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public partial class ArmorSoldierScript : Avatar, IInteractable -{ - - void SetupStates() - { - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - // states - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - IdleState idle = new IdleState(m_Animator, Anim_Idle); - - HurtState lightHurt = new HurtState(m_Animator, Anim_LightHurt); - HurtState midiumHurt = new HurtState(m_Animator, Anim_MidiumHurt); - HurtState heavyHurt = new HurtState(m_Animator, Anim_HeavyHurt); - HurtState groundHurt = new HurtState(m_Animator, Anim_GroundHurt); - HurtState airHurt = new HurtState(m_Animator, Anim_AirHurt); - m_StateLightHurt = lightHurt; - m_StateMidiumHurt = midiumHurt; - m_StateHeavyHurt = heavyHurt; - m_StateGroundHurt = groundHurt; - m_StateAirHurt = airHurt; - - HurtState getUp = new HurtState(m_Animator, Anim_GetUp); -
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // conditions
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ConditionInAir condInAir = new ConditionInAir(m_BodyCollider); - - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - // actions - //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - ActionSwitchState switchToIdle = new ActionSwitchState(m_StateController, idle); - ActionSwitchState switchToGetUp = new ActionSwitchState(m_StateController, getUp); - - Trigger trigger = null;
-
-
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // state setup
- ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
- // light hurt
- ConditionMotionAtEnd lightHurtAtEnd = new ConditionMotionAtEnd(m_Animator, Anim_LightHurt);
- trigger = new Trigger(lightHurtAtEnd, switchToIdle); - lightHurt.AddTrigger(trigger); -
- // air hurt
- ConditionMotionAtEnd airAtEnd = new ConditionMotionAtEnd(m_Animator, Anim_AirHurt); - trigger = new Trigger(And(airAtEnd, Not(condInAir)), switchToGetUp); - airHurt.AddTrigger(trigger); - - // getup - ConditionMotionAtEnd getUpEnd = new ConditionMotionAtEnd(m_Animator, Anim_GetUp); - trigger = new Trigger(getUpEnd, switchToIdle); - getUp.AddTrigger(trigger); - - m_StateController.ForceStart(idle); - } - -}
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