feat: more combat tweaks

shuriken can now be thrown
jumping animtions
jumping animations timing
state machine changes
start of online integration
This commit is contained in:
Chris
2026-01-15 14:42:25 -05:00
parent a06784f7b6
commit 25b7fae339
45 changed files with 28662 additions and 250 deletions

View File

@@ -1,10 +1,9 @@
using System.Collections.Generic;
using NodeCanvas.Tasks.Actions;
using Reset.Items;
using UnityEngine;
namespace Reset.Units{
public class PlayerInventory : UnitComponent, IInventory {
public class PlayerInventory : UnitComponent, IInventory{
public Weapon rangedWeapon;
public Weapon meleeWeapon;
@@ -14,49 +13,7 @@ namespace Reset.Units{
public Ability toolAbility1;
public Ability toolAbility2;
public List<Item> storedItems { get; set; }
private IEquipable currentWeapon;
private GameObject currentWeaponItem;
public void OnDrawWeapon(){
// Remove a current weapon
if (currentWeapon != null) {
Destroy(currentWeaponItem);
currentWeaponItem = null;
}
// Add weapon to status and hand
currentWeapon = meleeWeapon;
currentWeaponItem = meleeWeapon.PlaceInHand();
// Move item to hand
currentWeaponItem.transform.SetParent((Unit.Animation as PlayerAnimation).rightHand);
currentWeaponItem.transform.localPosition = meleeWeapon.handPositionOffset;
currentWeaponItem.transform.rotation = (Unit.Animation as PlayerAnimation).rightHand.rotation * Quaternion.Euler(meleeWeapon.handRotationOffset);
Debug.Log(currentWeapon);
//
(currentWeapon as Weapon).AddActorScript();
//
// Unit.Graph.SendEvent("Draw Weapon");
}
public GameObject GetCurrentWeaponItem(){
return currentWeaponItem;
}
public void OnHolsterWeapon(){
Destroy(currentWeaponItem);
currentWeaponItem = null;
currentWeapon = null;
Debug.Log(currentWeapon);
//
// Unit.Graph.SendEvent("Holster Weapon");
}
public List<Item> storedItems{ get; set; }
public void EquipToCharacter(Item item){
if (item is not IEquipable) {
@@ -73,11 +30,5 @@ namespace Reset.Units{
}
}
// Update is called once per frame
void Update(){
}
}
}