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BaseModular.cs
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136 lines (103 loc) · 2.41 KB
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BaseModular : MonoBehaviour {
BaseFight fight;
BaseInputs inputs;
BaseMove move;
// GoWAxeControl axe_control;
public bool is_IA = false;
bool jump_control = false;
// Use this for initialization
void Start () {
if (!is_IA)
inputs = GetComponent<BaseInputs>();
fight = GetComponent<BaseFight>();
move = GetComponent<BaseMove>();
// axe_control = GetComponent<GoWAxeControl>();
}
// Update is called once per frame
void Update () {
if(is_IA)
IAControl();
else
PlayerControl();
ContinuousInformations();
// AJOUTER AXE AIM: FINIR ANIMATIONS + LOGIQUE. DANS GOWFIGHT ?
}
void IAControl()
{
}
void PlayerControl()
{
Vector2 direction = inputs.GetDirection();
move.PlayerMove(direction, inputs.Jump, inputs.HighSpeed);
fight.HoldThrow(inputs.HoldThrow);
if(inputs.Hit)
fight.Hit();
// if(inputs.Throw)
// axe_control.Throw();
// if(inputs.CallAxe)
// axe_control.CallAxe();
// if(inputs.ChangeWeapon)
// axe_control.ChangeWeapon();
}
void ContinuousInformations()
{
if(jump_control)
{
move.JumpControl();
}
}
public void Inform(string info, bool state)
{
if(info == "Dash")
{
// move.DashMove();
move.DashState(state);
move.SwitchDash(state);
}
// if(info == "Shoot")
// {
// fight.ShootAction();
// }
if(info == "JumpControl")
{
jump_control = state;
}
// if(info == "GetAxeOver" && !state) // !state to make sure we're exiting the state
// {
// axe_control.GetAxeOver(); // This function sets animation layer 1 weight to 0
// }
// if(info == "ReleaseAxe")
// {
// axe_control.ReleaseAxe();
// }
// if(info == "ChangeAxeParent")
// {
// axe_control.ChangeAxeParent();
// }
if(info == "MoveState")
{
move.MoveState(state);
}
if(info == "HighSpeedState")
{
move.HighSpeedState(state);
}
if(info == "PrepareThrowState")
{
move.PrepareThrowState(state);
}
if(info == "UpperCoordination")
{
fight.UpperCoordination(state);
}
}
public void HitInform(BaseHitData hit_data, bool state)
{
fight.Switch(hit_data, state);
if(state)
move.OtherState(state);
}
}