added enemy dead animation

This commit is contained in:
Mausham
2025-12-30 17:51:20 -08:00
parent 0ec69f66c9
commit b59d12631f
16 changed files with 41248 additions and 54 deletions

View File

@@ -14,6 +14,7 @@ namespace Darkmatter.Domain
public override void Enter()
{
Debug.Log("Entering Player AirboneState ");
inputReader.OnReloadPerformed += HandleManualReload;
}
public override void Update()
{
@@ -22,11 +23,6 @@ namespace Darkmatter.Domain
CheckForStateBreak();
}
private void HandleShoooting()
{
runner.Shoot(inputReader.isShooting);
}
public override void LateUpdate()
{
HandlePlayerRotation();
@@ -35,6 +31,7 @@ namespace Darkmatter.Domain
public override void Exit()
{
Debug.Log("Exiting Player AriboneState");
inputReader.OnReloadPerformed -= HandleManualReload;
}
@@ -56,5 +53,15 @@ namespace Darkmatter.Domain
runner.ChangeState(new LocomotionState(runner));
}
}
private void HandleShoooting()
{
runner.Shoot(inputReader.isShooting);
}
private void HandleManualReload()
{
runner.Reload();
}
}
}

View File

@@ -14,6 +14,7 @@ namespace Darkmatter.Domain
{
Debug.Log("Starting player Locomotion");
inputReader.OnJumpPerformed += HandlePlayerJump;
inputReader.OnReloadPerformed += HandleManualReload;
}
public override void Update()
@@ -24,10 +25,6 @@ namespace Darkmatter.Domain
}
private void HandleShooting()
{
runner.Shoot(inputReader.isShooting);
}
public override void LateUpdate()
{
@@ -38,6 +35,7 @@ namespace Darkmatter.Domain
{
Debug.Log("Exiting Player Locomotion State");
inputReader.OnJumpPerformed -= HandlePlayerJump;
inputReader.OnReloadPerformed -= HandleManualReload;
}
@@ -67,6 +65,17 @@ namespace Darkmatter.Domain
playerAnim.PlayJumpAnim();
}
private void HandleShooting()
{
runner.Shoot(inputReader.isShooting);
}
private void HandleManualReload()
{
runner.Reload();
}

View File

@@ -65,5 +65,13 @@ namespace Darkmatter.Domain
}
public void Reload()
{
if(GunWeapon.AmmoCount < GunWeapon.maxAmmoCount)
{
playerAnim.PlayReloadAnim(GunWeapon);
}
}
}
}

View File

@@ -9,9 +9,11 @@ namespace Darkmatter.Domain
public abstract string WeaponName {get; }
public abstract void Attack();
public virtual int AmmoCount { get; set; }
public virtual int AmmoCount { get; protected set; }
public int maxAmmoCount { get; private set; } = 40;
public abstract void Attack();
public virtual void Reload()
{