Update changes to scripts and AudioSystem #224
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@ -7,7 +7,7 @@ public class PlayerController : Script
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{
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public enum RaccoonStates
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{
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IDILE,
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IDLE,
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WALKING,
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RUNNING,
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JUMP,
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@ -31,21 +31,18 @@ public class PlayerController : Script
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private Camera cam;
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private PickAndThrow pat;
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//to be remove
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public float drag = 2.0f;
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public StateMachine stateMachine;
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public bool holdItem { get; set; }
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[SerializeField]
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[Tooltip("The current state fo the raccoon")]
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public RaccoonStates currentState = RaccoonStates.IDILE;
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public RaccoonStates currentState = RaccoonStates.IDLE;
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//Movement variables============================================================
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[SerializeField]
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[Tooltip("Max vel for walking")]
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public float maxMoveVel = 2.0f;
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[SerializeField]
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[Tooltip("how much force is apply for walking")]
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public float moveForce = 50.0f;
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[SerializeField]
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[Tooltip("increase the moveForce and maxMoveVel by its amt")]
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public float sprintMultiplier = 2.0f;
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@ -60,7 +57,6 @@ public class PlayerController : Script
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public bool isMoveKeyPress { get; set; }
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[SerializeField]
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[Tooltip("curr not working")]
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public float rotationFactorPerFrame = 1.0f;
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@ -107,7 +103,6 @@ public class PlayerController : Script
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rb.FreezeRotationX = true;
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rb.FreezeRotationY = true;
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rb.FreezeRotationZ = true;
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rb.Drag = drag;
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rb.Interpolating = false;
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}
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@ -121,9 +116,15 @@ public class PlayerController : Script
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if (pat == null)
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Debug.LogError("PickAndThrow is NULL!");
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//toRemove
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tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
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tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
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stateMachine = GetComponent<StateMachine>();
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if (stateMachine)
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{
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Dictionary<Type, BaseState> dictionary = new Dictionary<Type, BaseState>();
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dictionary.Add(typeof(IdleState), new IdleState(stateMachine));
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dictionary.Add(typeof(WalkState), new WalkState(stateMachine));
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dictionary.Add(typeof(RunState), new RunState(stateMachine));
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stateMachine.InitStateMachine(dictionary);
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}
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}
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protected override void update()
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@ -215,11 +216,17 @@ public class PlayerController : Script
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axisMove.Normalise();
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isMoveKeyPress = xAxisMove != 0 || zAxisMove != 0;
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if(isMoveKeyPress && currentState != RaccoonStates.RUNNING && isGrounded)
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if (isMoveKeyPress && currentState != RaccoonStates.RUNNING && isGrounded)
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{
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currentState = RaccoonStates.WALKING;
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stateMachine.SetState(typeof(WalkState));
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}
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if (!isMoveKeyPress && isGrounded)
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currentState = RaccoonStates.IDILE;
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{
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currentState = RaccoonStates.IDLE;
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stateMachine.SetState(typeof(IdleState));
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}
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}
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private void Move()
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@ -252,6 +259,7 @@ public class PlayerController : Script
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if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress && isGrounded)
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{
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currentState = RaccoonStates.RUNNING;
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stateMachine.SetState(typeof(RunState));
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holdItem = false;
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if (!sprintIncreaseOnce)
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{
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@ -266,8 +274,11 @@ public class PlayerController : Script
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if (Input.GetKeyUp(Input.KeyCode.LeftShift))
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{
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if(isMoveKeyPress)
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if (isMoveKeyPress)
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{
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currentState = RaccoonStates.WALKING;
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stateMachine.SetState(typeof(WalkState));
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}
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sprintIncreaseOnce = false;
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moveForce = oldForce;
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maxMoveVel = maxOldVel;
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@ -277,7 +288,7 @@ public class PlayerController : Script
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//press and hold jump
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private void Jump()
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{
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if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE)
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if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDLE)
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{
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if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
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{
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@ -358,7 +369,8 @@ public class PlayerController : Script
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{
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if (currentState == RaccoonStates.CAUGHT && tranform != null)
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{
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currentState = RaccoonStates.IDILE;
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currentState = RaccoonStates.IDLE;
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stateMachine.SetState(typeof(IdleState));
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tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
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}
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}
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@ -367,6 +379,65 @@ public class PlayerController : Script
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{
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}
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}
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public class WalkState : BaseState
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{
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public WalkState(StateMachine stateMachine) : base(stateMachine)
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{
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stateName = "Patrol State";
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}
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public override void OnEnter()
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{
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Debug.Log("WALK ENTER");
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}
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public override void Update()
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{
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Debug.Log("WALKING");
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}
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public override void OnExit()
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{
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Debug.Log("WALK EXIT");
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}
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}
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public class RunState : BaseState
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{
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public RunState(StateMachine stateMachine) : base(stateMachine)
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{
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stateName = "Run State";
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}
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public override void OnEnter()
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{
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Debug.Log("Run ENTER");
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}
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public override void Update()
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{
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Debug.Log("RUNNNING");
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}
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public override void OnExit()
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{
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Debug.Log("Run EXIT");
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}
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}
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public class IdleState : BaseState
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{
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public IdleState(StateMachine stateMachine) : base(stateMachine)
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{
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stateName = "Run State";
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}
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public override void OnEnter()
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{
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Debug.Log("IDLE ENTER");
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}
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public override void Update()
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{
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Debug.Log("IDLING");
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}
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public override void OnExit()
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{
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Debug.Log("IDLE EXIT");
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}
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}
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@ -8,7 +8,7 @@ public abstract class BaseState
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protected StateMachine machine;
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protected string animationName = "";
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public BaseState(StateMachine stateMachine, string animName)
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public BaseState(StateMachine stateMachine, string animName = "")
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{
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machine = stateMachine;
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animationName = animName;
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@ -19,7 +19,7 @@ public abstract class BaseState
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}
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public abstract void Update(float dt);
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public abstract void Update();
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public virtual void OnExit()
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{
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@ -41,22 +41,26 @@ public abstract class BaseState
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return 1.0f;
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}
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public virtual void onCollisionEnter(CollisionInfo other)
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public virtual void onCollisionEnter(CollisionInfo info)
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{
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}
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public virtual void onCollisionStay(CollisionInfo other)
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public virtual void onCollisionStay(CollisionInfo info)
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{
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}
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public virtual void onCollisionExit(CollisionInfo info)
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{
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}
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public virtual void onTriggerEnter(CollisionInfo info)
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{
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}
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public virtual void onTriggerStay(CollisionInfo info)
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{
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}
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public virtual void onTriggerExit(CollisionInfo info)
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{
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}
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@ -0,0 +1,118 @@
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using SHADE;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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public abstract class StateMachine : BaseComponent
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{
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private Dictionary<Type, BaseState> stateDictionary;
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public BaseState currentState = null;
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public string currentStateName;
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public string currentAnimName;
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public StateMachine(uint entity) : base(entity) { }
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public void InitStateMachine(Dictionary<Type, BaseState> dictionary)
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{
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stateDictionary = dictionary;
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currentState = stateDictionary.First().Value;
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currentStateName = currentState.GetStateName();
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currentAnimName = currentState.GetAnimName();
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currentState.OnEnter();
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}
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public bool HasState(Type type)
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{
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if (!type.IsSubclassOf(typeof(BaseState)))
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{
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return false;
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}
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else
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{
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return stateDictionary.ContainsKey(type);
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}
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}
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public void SetState(Type type)
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{
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if (!type.IsSubclassOf(typeof(BaseState)))
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{
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return;
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}
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if (stateDictionary.ContainsKey(type))
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{
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currentState.OnExit();
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currentState = stateDictionary[type];
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currentState.OnEnter();
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}
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else
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{
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SetState(stateDictionary.First().Key);
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}
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}
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public BaseState GetState(Type type)
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{
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if (!stateDictionary.ContainsKey(type))
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return null;
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return stateDictionary[type];
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}
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public void Update()
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{
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if (currentState != (null))
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{
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currentStateName = currentState.GetStateName();
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currentAnimName = currentState.GetAnimName();
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currentState.Update();
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}
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}
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public bool IsState(Type type)
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{
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return (currentState.GetType() == type);
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}
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public void onCollisionEnter(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onCollisionEnter(info);
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}
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public void onCollisionStay(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onCollisionStay(info);
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}
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public void onCollisionExit(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onCollisionExit(info);
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}
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public void onTriggerEnter(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onTriggerEnter(info);
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}
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public void onTriggerStay(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onTriggerStay(info);
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}
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public void onTriggerExit(CollisionInfo info)
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{
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if (currentState != (null))
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currentState.onTriggerExit(info);
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}
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}
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|
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@ -1,15 +0,0 @@
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using SHADE;
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using System;
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using System.Collections.Generic;
|
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|
||||
public abstract class StateMachine : Script
|
||||
{
|
||||
private Dictionary<Type, BaseState> stateDictionary;
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public BaseState currentState = null;
|
||||
public string currentStateName;
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||||
public string currentAnimName;
|
||||
|
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public StateMachine(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue