Contenido del Curso
Fighting Game in Unity
Fighting Game in Unity
Run State
Changes and Additions
isStateFinished Variable:
This is a boolean variable that indicates whether the state has finished its execution.
FinishState Method:
This is a new virtual method that sets isStateFinished
to true
.
Being virtual means that derived classes can override this method if they need to perform additional actions when a state finishes.
Why These Changes Were Made
The changes introduce the isStateFinished
variable to track state completion and the FinishState
method to standardize state completion signaling, allowing derived classes to add custom logic upon state completion.
Run State
Let's look at the RunState
class, which inherits from the State
class. This class is responsible for handling the running behavior of our enemy. We'll focus on the additions and changes made to this class.
Constructor:
public RunState(Rigidbody2D rb, Animator animator, Transform p, float speed)
;
This constructor initializes the RunState
with the necessary components: a Rigidbody2D
for movement, an Animator
for animations, a Transform
to track the player, and a speed
for how fast the enemy runs;
StartState Method:
public override void StartState()
;
This method sets isStateFinished
to false
and triggers the running animation by setting the "run" boolean parameter in the animator to true
.
UpdateState Method:
public override void UpdateState(float DeltaTime)
;
This method updates the enemy's position and orientation based on the player's position;
It adjusts the enemy's scale to face the player, calculates the velocity based on the speed, and applies this velocity to the Rigidbody2D
.
EndState Method:
public override void EndState()
This method stops the running animation by setting the "run" boolean parameter in the animator to false
.
How It Works for Our Enemy
-
Movement and Animation: By using
Rigidbody2D
andAnimator
, theRunState
ensures the enemy can move smoothly and have corresponding animations. This makes the behavior visually and physically realistic; -
Tracking Player Position: The
player
transform allows the enemy to always move towards the player, which is essential for chase or run behaviors; -
Direction Handling: Adjusting the
scale.x
based on the player's position ensures the enemy faces the player correctly while running, adding to the realism; -
Dynamic State Updates: The
UpdateState
method is called every frame to continuously adjust the enemy's movement and direction based on the player's position, making the enemy responsive and dynamic.
Enemy Initialization
Explanation
State Initialization:
The variables idle
and runState
are initialized with their respective states. The idle
variable is an instance of IdleState
with the animator passed in, while runState
is an instance of RunState
that includes a Rigidbody2D
, Animator
, Transform
for the player, and a speed value.
StateManager Initialization:
stateManager = new StateManager(idle);
The StateManager
is initialized with the idle
state as the starting state.
Transition Definitions:
-
FarAwayTransition:
FarAwayTransition = new Transition(() => { return (ThresholdDistance < Vector2.Distance(transform.position, player.position)); }, new StatePourcentage(runState, 50f), new StatePourcentage(dashState, 50f));
; This transition checks if the player is farther thanThresholdDistance
; -
toIdleTransition:
toIdleTransition = new Transition(() => { return stateManager.GetCurrentState().isStateFinished; }, new StatePourcentage(idle, 100));
This transition checks if the current state is finished. If true, it transitions toidle
state with 100% probability. -
finishRunning:
finishRunning = new Transition(() => { return (ThresholdDistance >= Vector2.Distance(transform.position, player.position)); }, new StatePourcentage(idle, 100));
This transition checks if the player is closer thanThresholdDistance
. If true, it transitions toidle
state with 100% probability.
Adding Transitions to StateManager:
These lines add the defined transitions to the stateManager
.
Why We Did It Like This
Dynamic State Changes:
The transitions allow the enemy to dynamically change its behavior based on the player's position and the completion status of the current state, making the enemy more responsive and interactive within the game environment.
Conditional Transitions:
The use of conditions (like checking distance or state completion) ensures that state transitions occur logically and appropriately, enhancing gameplay realism.
Probability-Based Transitions:
Using StatePourcentage
allows for probability-based transitions, adding an element of unpredictability and variety to the enemy's behavior.
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