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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;
using System;
using Random = UnityEngine.Random;
using FMODUnity;
using FMOD.Studio;

public class StateMachine : MonoBehaviour
{
    private FMOD.Studio.EventInstance VOCAL;

    [SerializeField] private CapsuleCollider triggerCollider;
    [SerializeField] private ParticleSystem stunParticle;

    [Header("Abilities")]
    public float walkingSpeed = 3.2f;
    public float runningSpeed = 4.3f;

    [Serializable]
    public class ActionState
    {
        public Transform point;
        public bool rotateToThis;
        public float waitTime;
    }

    Dictionary<string, BaseState> stateDictionary = new Dictionary<string, BaseState>();
    public List<ActionState> ActionStates = new List<ActionState>();

    private BaseState currentState;
    private int currentAction = 0;

    public NavMeshAgent Agent => GetComponent<NavMeshAgent>();
    [SerializeField]
    private Animator animator;  //=> GetComponentInChildren<Animator>();
    public FieldOfView FOV => GetComponentInChildren <FieldOfView>();
    [Space(5)]
    [SerializeField] private Transform[] searchPoints;

    private void Awake()
    {
        stateDictionary.Add("Idle", new Idle(this));
        stateDictionary.Add("Chase", new Chase(this));
        stateDictionary.Add("Searching", new Searching(this));
        stateDictionary.Add("Shout", new Shout(this));
        stateDictionary.Add("Stun", new Stun(this));
        stateDictionary.Add("Receive", new Receive(this));
        stateDictionary.Add("Patrol", new Patrol(this));
        stateDictionary.Add("WaitTo", new WaitTo(this));
        stateDictionary.Add("RotateTo", new RotateTo(this));
        stateDictionary.Add("GoTo", new GoTo(this));
    }

    private void Start()
    {
        VOCAL = FMODUnity.RuntimeManager.CreateInstance("event:/SFX/VOCALS/Guard/freeze");

        activeCollider(true, false);

        currentState = GetInitialState("Patrol");

        if (currentState != null)
        {
            currentState.Enter();
        }
    }

    private void Update()
    {
        if(currentState != null)
        {
            currentState.Update();
        }
    }
    
    public void AddAction()
    {
        currentAction++;

        if(currentAction > ActionStates.Count -1)
        {
            currentAction = 0;
        }
    }

    public int GetCurrentAction()
    {
        return currentAction;
    }
    

    public void ChangeState(String stateName)
    { 
        if(currentState != null)
        {
            currentState.Exit();
        }
        
        currentState = stateDictionary[stateName];

        if (stateName == "RotateTo" || stateName == "GoTo")
        {
            currentState.SetValues(ActionStates[currentAction].point, ActionStates[currentAction].rotateToThis, ActionStates[currentAction].waitTime);
        }

        currentState.Enter();
    }

    protected virtual BaseState GetInitialState(String stateName)
    {
        BaseState newState;
        newState = stateDictionary[stateName];

        return newState;
    }

    private void OnGUI()
    {
      string content = currentState != null ? currentState.name : "(no current state)";
      GUILayout.Label($"<color='black'><size=40>){content}</size></color>");
    }

public Transform GetNextSearchPoint(int number)
{
    return searchPoints[number];
}

public int GetLengthOfSearchPoints()
{
    return searchPoints.Length;
}

public void playSound(string charName, int track)
{
       // VOCAL.setParameterByName("Guard", track);
        VOCAL.start();
}

private void OnTriggerEnter(Collider other)
{
    if(other.tag == "Player" && Game_Manager.Instance.isPlayerWanted)
    {
        Game_Manager.Instance.GameOver();
    }

    if(other.tag == "Trap")
    {
       ChangeState("Stun");
       Destroy(other.gameObject);
    }

    if(other.tag == "Slower" && !TryGetComponent<Slower>(out Slower slower))
    {
        gameObject.AddComponent<Slower>();
    }

    if(other.tag == "Freezer" && !TryGetComponent<Freezer>(out Freezer freezer))
    {
        gameObject.AddComponent<Freezer>();
    }
}

public void ChangeAnimationStatus(bool moving, float blend, string trigger)
{
    animator.SetBool("isMoving", moving);
    animator.SetFloat("Blend", blend);

    if(trigger != null)
    {
        animator.SetTrigger(trigger);
    }
}

public void activeCollider(bool active, bool isTrigger)
{
    triggerCollider.enabled = active;
    triggerCollider.isTrigger = isTrigger;
}

public void ReceiveMessage()
{
    string content = currentState.name;

    if (content != "Chase" && content != "Stun" && content != "Receive")
    {
        ChangeState("Receive");
    }
}

public void ActiveStunParticle()
{
    stunParticle.gameObject.SetActive(true);
    stunParticle.Play();
}

public void ChangeMovingSpeed(float speed)
{
    Agent.speed = speed;
}
}
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