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 State;
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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.InputSystem;
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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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GameStateMachine.Instance.ChangeState(new PlayLevel());
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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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playerInput.actions.Enable();
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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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{
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public Animator Animator => animator;
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[SerializeField] private UnitData unitData;
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[SerializeField] private SpriteRenderer spriteRenderer;
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[SerializeField] private Animator animator;
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@ -11,12 +13,25 @@ public class Pawn : MonoBehaviour
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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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{
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_moveInput = input;
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animator.Play(input.magnitude > 0 ? "Walk" : "Idle");
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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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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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@ -1,6 +1,6 @@
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using System;
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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.InputSystem;
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@ -10,13 +10,13 @@ namespace Player
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public class InputRouter : MonoBehaviour
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{
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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 void Awake()
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{
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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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}
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@ -40,7 +40,7 @@ namespace Player
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private void OnJumpPerformed(InputAction.CallbackContext obj)
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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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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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{
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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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private void OnMoveCanceled(InputAction.CallbackContext obj)
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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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private void OnMovePerformed(InputAction.CallbackContext obj)
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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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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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namespace State.PlayerStateMachine
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namespace State.PawnStateMachine
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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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public Pawn controlledPawn;
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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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--- !u!91 &9100000
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Loading…
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Reference in New Issue
Block a user