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Combat System - Added player getting hit and killed states

/UI
Yohann Puyhaubert 4 年前
当前提交
a5261cf1
共有 50 个文件被更改,包括 1009 次插入100 次删除
  1. 2
      UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller
  2. 87
      UOP1_Project/Assets/Prefabs/Characters/PigChef.prefab
  3. 408
      UOP1_Project/Assets/Prefabs/Characters/PlantCritter.prefab
  4. 85
      UOP1_Project/Assets/Prefabs/Characters/SlimeCritter_Base.prefab
  5. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/PlayerHealthConfig.asset
  6. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Attack.asset
  7. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/PlantCritter/States/Killed.asset
  8. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/Conditions/Timer_SlimeAttackDuration.asset
  9. 9
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/SlimeRockCritter_TransitionTable.asset
  10. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Attack.asset
  11. 1
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Idle.asset
  12. 2
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/SlimeRockCritter/States/Killed.asset
  13. 36
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/PigChef_TransitionTable.asset
  14. 2
      UOP1_Project/Assets/Scripts/Characters/Damageable.cs
  15. 2
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs
  16. 17
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/PlayerGetHitEffectConfig.asset
  17. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Config/PlayerGetHitEffectConfig.asset.meta
  18. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/Actions/ActivateAttack.asset
  19. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Critters/Actions/ActivateAttack.asset.meta
  20. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/DestroyPlayer.asset
  21. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/DestroyPlayer.asset.meta
  22. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffectAction.asset
  23. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/GetHitFlashingEffectAction.asset.meta
  24. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/HasFainted_True_OnEnter.asset
  25. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/HasFainted_True_OnEnter.asset.meta
  26. 14
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ResetGetHitState.asset
  27. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/ResetGetHitState.asset.meta
  28. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/RespawnPlayer.asset
  29. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/RespawnPlayer.asset.meta
  30. 20
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/SurprisedTrigger.asset
  31. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/SurprisedTrigger.asset.meta
  32. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerGettingHit.asset
  33. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerGettingHit.asset.meta
  34. 15
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerKilled.asset
  35. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerKilled.asset.meta
  36. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_DyingAnimation.asset
  37. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_DyingAnimation.asset.meta
  38. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_SurprisedAnimation.asset
  39. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/Timer_SurprisedAnimation.asset.meta
  40. 16
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Dying.asset
  41. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Dying.asset.meta
  42. 18
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/GettingHit.asset
  43. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/GettingHit.asset.meta
  44. 17
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Killed.asset
  45. 8
      UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Killed.asset.meta
  46. 31
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyEntitySO.cs
  47. 35
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/RaiseVoidEventActionSO.cs
  48. 11
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/RaiseVoidEventActionSO.cs.meta
  49. 29
      UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyCritterSO.cs
  50. 0
      /UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyEntitySO.cs.meta

2
UOP1_Project/Assets/Art/Characters/PigChef/Animation/PigChef.controller


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UOP1_Project/Assets/Scripts/Characters/Damageable.cs


public GetHitEffectConfigSO GetHitEffectConfig => _getHitEffectSO;
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private void Awake()
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UOP1_Project/Assets/Scripts/Characters/StateMachine/Conditions/IsAttackReloadedConditionSO.cs


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public override void OnStateEnter()

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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/RespawnPlayer.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Actions/SurprisedTrigger.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerGettingHit.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/Conditions/IsPlayerKilled.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/GettingHit.asset


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UOP1_Project/Assets/ScriptableObjects/StateMachine/Protagonist/States/Killed.asset


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31
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyEntitySO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "DestroyEntity", menuName = "State Machines/Actions/Destroy Entity")]
public class DestroyEntitySO : StateActionSO
{
protected override StateAction CreateAction() => new DestroyEntity();
}
public class DestroyEntity : StateAction
{
private GameObject _gameObject;
public override void Awake(StateMachine stateMachine)
{
_gameObject = stateMachine.gameObject;
}
public override void OnUpdate()
{
}
public override void OnStateEnter()
{
// Hack to force Collider Exit to be triggered before destroying an object.
_gameObject.transform.position += - Vector3.up * 1000;
GameObject.Destroy(_gameObject, 0.1f);
}
}

35
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/RaiseVoidEventActionSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "RaiseVoidEventAction", menuName = "State Machines/Actions/Raise Void Event Action")]
public class RaiseVoidEventActionSO : StateActionSO
{
public VoidEventChannelSO voidEvent;
protected override StateAction CreateAction() => new RaiseVoidEventAction();
}
public class RaiseVoidEventAction : StateAction
{
private VoidEventChannelSO _voidEvent;
public override void Awake(StateMachine stateMachine)
{
_voidEvent = ((RaiseVoidEventActionSO)OriginSO).voidEvent;
}
public override void OnUpdate()
{
}
public override void OnStateEnter()
{
_voidEvent.RaiseEvent();
}
public override void OnStateExit()
{
}
}

11
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29
UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyCritterSO.cs


using UnityEngine;
using UOP1.StateMachine;
using UOP1.StateMachine.ScriptableObjects;
[CreateAssetMenu(fileName = "DestroyCritter", menuName = "State Machines/Actions/Destroy Critter")]
public class DestroyCritterSO : StateActionSO
{
protected override StateAction CreateAction() => new DestroyCritter();
}
public class DestroyCritter : StateAction
{
private Critter _critter;
public override void Awake(StateMachine stateMachine)
{
_critter = stateMachine.GetComponent<Critter>();
}
public override void OnUpdate()
{
}
public override void OnStateEnter()
{
GameObject.Destroy(_critter.gameObject);
}
}

/UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyCritterSO.cs.meta → /UOP1_Project/Assets/Scripts/Characters/StateMachine/Actions/DestroyEntitySO.cs.meta

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