Added punch animations
This commit is contained in:
parent
01b141d78a
commit
73b9200f74
@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using State;
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using State;
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using State.GameStateMachine;
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using State.GameStateMachine;
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using State.PlayerStateMachine;
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using State.PawnStateMachine;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem.UI;
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using UnityEngine.InputSystem.UI;
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@ -38,7 +38,7 @@ namespace Managers
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// TODO: Move all of this to a player spawner
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// TODO: Move all of this to a player spawner
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GameStateMachine.Instance.ChangeState(new PlayLevel());
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GameStateMachine.Instance.ChangeState(new PlayLevel());
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var character = Instantiate(characterPrefabs[_players.Count - 1]);
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var character = Instantiate(characterPrefabs[_players.Count - 1]);
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var playerStateMachine = playerInput.gameObject.GetComponent<PlayerStateMachine>();
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var playerStateMachine = playerInput.gameObject.GetComponent<PawnStateMachine>();
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playerStateMachine.controlledPawn = character.GetComponent<Pawn>();
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playerStateMachine.controlledPawn = character.GetComponent<Pawn>();
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playerInput.actions.Enable();
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playerInput.actions.Enable();
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}
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}
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@ -4,6 +4,8 @@ using UnityEngine;
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public class Pawn : MonoBehaviour
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public class Pawn : MonoBehaviour
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{
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{
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public Animator Animator => animator;
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[SerializeField] private UnitData unitData;
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[SerializeField] private UnitData unitData;
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[SerializeField] private SpriteRenderer spriteRenderer;
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[SerializeField] private SpriteRenderer spriteRenderer;
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[SerializeField] private Animator animator;
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[SerializeField] private Animator animator;
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@ -11,14 +13,27 @@ public class Pawn : MonoBehaviour
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private Vector2 _moveInput;
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private Vector2 _moveInput;
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public virtual void HandleIdle()
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{
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animator.Play("Idle");
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}
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public virtual void HandleMove(Vector2 input)
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public virtual void HandleMove(Vector2 input)
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{
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{
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_moveInput = input;
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_moveInput = input;
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animator.Play(input.magnitude > 0 ? "Walk" : "Idle");
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animator.Play(input.magnitude > 0 ? "Walk" : "Idle");
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if(_moveInput.magnitude > 0)
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if (_moveInput.magnitude > 0)
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spriteRenderer.flipX = _moveInput.x < 0;
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transform.localScale = new Vector3(_moveInput.x > 0 ? 1 : -1, 1, 1);
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}
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}
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public virtual float HandleAttack(string attackName)
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{
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animator.Play(attackName);
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animator.Update(0f);
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var state = animator.GetCurrentAnimatorStateInfo(0);
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return state.length * state.speed;
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}
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private void FixedUpdate()
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private void FixedUpdate()
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{
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{
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transform.Translate(_moveInput * unitData.MoveSpeed);
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transform.Translate(_moveInput * unitData.MoveSpeed);
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@ -1,6 +1,6 @@
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using System;
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using System;
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using State;
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using State;
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using State.PlayerStateMachine;
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using State.PawnStateMachine;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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@ -10,13 +10,13 @@ namespace Player
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public class InputRouter : MonoBehaviour
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public class InputRouter : MonoBehaviour
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{
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{
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private PlayerInput _playerInput;
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private PlayerInput _playerInput;
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private PlayerStateMachine _playerStateMachine;
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private PawnStateMachine pawnStateMachine;
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private InputActionMap _map;
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private InputActionMap _map;
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private void Awake()
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private void Awake()
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{
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{
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_playerInput = GetComponent<PlayerInput>();
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_playerInput = GetComponent<PlayerInput>();
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_playerStateMachine = GetComponent<PlayerStateMachine>();
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pawnStateMachine = GetComponent<PawnStateMachine>();
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_map = _playerInput.actions.FindActionMap("Player", throwIfNotFound: true);
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_map = _playerInput.actions.FindActionMap("Player", throwIfNotFound: true);
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}
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}
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@ -40,7 +40,7 @@ namespace Player
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private void OnJumpPerformed(InputAction.CallbackContext obj)
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private void OnJumpPerformed(InputAction.CallbackContext obj)
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{
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{
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_playerStateMachine.Issue(GameState.Command.Jump);
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pawnStateMachine.Issue(GameState.Command.Jump);
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}
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}
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private void OnPausePerformed(InputAction.CallbackContext obj)
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private void OnPausePerformed(InputAction.CallbackContext obj)
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@ -50,17 +50,17 @@ namespace Player
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private void OnAttackPerformed(InputAction.CallbackContext obj)
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private void OnAttackPerformed(InputAction.CallbackContext obj)
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{
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{
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_playerStateMachine.Issue(GameState.Command.Attack);
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pawnStateMachine.Issue(GameState.Command.Attack);
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}
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}
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private void OnMoveCanceled(InputAction.CallbackContext obj)
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private void OnMoveCanceled(InputAction.CallbackContext obj)
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{
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{
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_playerStateMachine.SetMove(Vector2.zero);
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pawnStateMachine.SetMove(Vector2.zero);
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}
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}
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private void OnMovePerformed(InputAction.CallbackContext obj)
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private void OnMovePerformed(InputAction.CallbackContext obj)
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{
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{
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_playerStateMachine.SetMove(obj.ReadValue<Vector2>());
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pawnStateMachine.SetMove(obj.ReadValue<Vector2>());
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}
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}
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}
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}
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}
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}
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21
Assets/Scripts/State/PawnStateMachine/Attack.cs
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21
Assets/Scripts/State/PawnStateMachine/Attack.cs
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@ -0,0 +1,21 @@
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using System.Collections;
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using UnityEngine;
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namespace State.PawnStateMachine
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{
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public class Attack : GameState
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{
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public override void OnEnter(StateMachine machine)
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{
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base.OnEnter(machine);
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StateMachine.StartCoroutine(PlayAttackAnimation());
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}
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private IEnumerator PlayAttackAnimation()
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{
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var animationLength = ((PawnStateMachine)StateMachine).controlledPawn.HandleAttack("Attack1");
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yield return new WaitForSeconds(animationLength);
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StateMachine.ChangeState(new Idle());
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}
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}
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}
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3
Assets/Scripts/State/PawnStateMachine/Attack.cs.meta
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3
Assets/Scripts/State/PawnStateMachine/Attack.cs.meta
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 57e3422c716a4342a5d7f00ab4da59d0
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timeCreated: 1756077009
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30
Assets/Scripts/State/PawnStateMachine/Idle.cs
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30
Assets/Scripts/State/PawnStateMachine/Idle.cs
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@ -0,0 +1,30 @@
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using UnityEngine;
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namespace State.PawnStateMachine
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{
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public class Idle : GameState
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{
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public override void OnEnter(StateMachine machine)
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{
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base.OnEnter(machine);
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((PawnStateMachine)StateMachine).controlledPawn.HandleIdle();
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}
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public override void Handle(Vector2 input)
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{
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base.Handle(input);
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((PawnStateMachine)StateMachine).controlledPawn.HandleMove(input);
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}
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public override void Handle(Command command)
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{
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base.Handle(command);
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var newState = command switch
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{
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Command.Attack => new Attack(),
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};
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StateMachine.ChangeState(newState);
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}
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}
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}
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@ -1,9 +1,8 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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namespace State.PlayerStateMachine
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namespace State.PawnStateMachine
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{
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{
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public class PlayerStateMachine : StateMachine
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public class PawnStateMachine : StateMachine
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{
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{
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public Pawn controlledPawn;
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public Pawn controlledPawn;
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private bool _forwardInput;
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private bool _forwardInput;
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@ -1,13 +0,0 @@
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using UnityEngine;
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namespace State.PlayerStateMachine
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{
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public class Idle : GameState
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{
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public override void Handle(Vector2 input)
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{
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base.Handle(input);
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((PlayerStateMachine)StateMachine).controlledPawn.HandleMove(input);
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}
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}
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}
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@ -52,6 +52,58 @@ AnimatorState:
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m_MirrorParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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m_TimeParameter:
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--- !u!1102 &-3276801887947903977
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AnimatorState:
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serializedVersion: 6
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m_ObjectHideFlags: 1
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Attack2
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m_Speed: 1
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m_CycleOffset: 0
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m_Transitions: []
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m_StateMachineBehaviours: []
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m_MirrorParameterActive: 0
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m_Motion: {fileID: 7400000, guid: 6f04c5a8b205983418d17667d26f6e3d, type: 2}
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m_Tag:
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m_SpeedParameter:
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!1102 &-2307217987210530717
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AnimatorState:
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Attack1
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m_Speed: 1
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m_MirrorParameter:
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m_CycleOffsetParameter:
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m_TimeParameter:
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--- !u!91 &9100000
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--- !u!91 &9100000
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AnimatorController:
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AnimatorController:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -91,10 +143,16 @@ AnimatorStateMachine:
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m_AnyStateTransitions: []
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m_EntryTransitions: []
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m_EntryTransitions: []
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75
Assets/Sprites/BLOODJOE/Punch.anim
Normal file
75
Assets/Sprites/BLOODJOE/Punch.anim
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@ -0,0 +1,75 @@
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%YAML 1.1
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8
Assets/Sprites/BLOODJOE/Punch.anim.meta
Normal file
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Assets/Sprites/BLOODJOE/Punch.anim.meta
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84
Assets/Sprites/BLOODJOE/StrongPunch.anim
Normal file
84
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spriteID: 41d8d79c8943b5bd0800000000000000
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internalID: -2640458925702542060
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|
vertices: []
|
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|
indices:
|
||||||
|
edges: []
|
||||||
|
weights: []
|
||||||
|
outline: []
|
||||||
|
customData:
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|
physicsShape: []
|
||||||
|
bones: []
|
||||||
|
spriteID:
|
||||||
|
internalID: 0
|
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|
vertices: []
|
||||||
|
indices:
|
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|
edges: []
|
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|
weights: []
|
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|
secondaryTextures: []
|
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|
spriteCustomMetadata:
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|
entries: []
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|
nameFileIdTable:
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|
Vigilante_Punch_2_0: -2640458925702542060
|
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|
mipmapLimitGroupName:
|
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|
pSDRemoveMatte: 0
|
||||||
|
userData:
|
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|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
Loading…
x
Reference in New Issue
Block a user