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path: root/Assets/Scripts/Test/ArmorSoldierScript_States.cs
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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);
	}

}