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Added townsfolk walking condition

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Amel Negra 3 年前
当前提交
1bdfb7ff
共有 7 个文件被更改,包括 70 次插入14 次删除
  1. 6
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Townsfolk_TransitionTable.asset
  2. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Conditions/IsTownsfolkWalking.asset
  3. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Conditions/IsTownsfolkWalking.asset.meta
  4. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkWalkingSO.cs
  5. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkWalkingSO.cs.meta
  6. 7
      UOP1_Project/Assets/Prefabs/Characters/Interactable_Townsfolk_F.prefab.meta
  7. 7
      UOP1_Project/Assets/Prefabs/Characters/Interactable_Townsfolk_M.prefab.meta

6
UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Townsfolk_TransitionTable.asset


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Conditions:
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Condition: {fileID: 11400000, guid: 3bc21858d79b57d4ea392b00be1d0f85, type: 2}
Operator: 0
- ExpectedResult: 0
Condition: {fileID: 11400000, guid: 80507641566a7d448beec1002e411e54, type: 2}
Operator: 0
- ExpectedResult: 1

Conditions:
- ExpectedResult: 0
Condition: {fileID: 11400000, guid: f5dfb7f0b89c7224a85f3e349c30893f, type: 2}
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- ExpectedResult: 1
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Operator: 0
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ToState: {fileID: 11400000, guid: 7aedcd9c179a4824eaf24451ab5689ba, type: 2}

14
UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Conditions/IsTownsfolkWalking.asset


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8
UOP1_Project/Assets/ScriptableObjects/StateMachine/Townsfolk/Conditions/IsTownsfolkWalking.asset.meta


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31
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkWalkingSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(menuName = "State Machines/Conditions/Is Townsfolk Walking")]
public class IsTownsfolkWalkingSO : StateConditionSO<IsTownsfolkWalkingCondition> { }
public class IsTownsfolkWalkingCondition : Condition
{
//Component references
private Townsfolk _townsfolkScript;
public override void Awake(StateMachine stateMachine)
{
_townsfolkScript = stateMachine.GetComponent<Townsfolk>();
}
protected override bool Statement()
{
if (_townsfolkScript.townsfolkInitialState == InitialState.Walk)
{
return true;
}
else
{
return false;
}
}
}

11
UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsTownsfolkWalkingSO.cs.meta


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7
UOP1_Project/Assets/Prefabs/Characters/Interactable_Townsfolk_F.prefab.meta


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7
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