plantilla base para movimiento básico
This commit is contained in:
Robii Aragon
2026-02-05 05:07:55 -08:00
parent 195b696771
commit 779f2c8b20
14443 changed files with 23840465 additions and 452 deletions

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class characterSlowDownVelocity : characterStateAffectedInfo
{
[Header ("Custom Settings")]
[Space]
public bool animationSpeedCanBeChanged = true;
public playerController mainPlayerController;
public override void activateStateAffected (float stateDuration, float stateAmount)
{
if (animationSpeedCanBeChanged) {
if (mainPlayerController.usedByAI) {
mainPlayerController.setNewAnimSpeedMultiplierDuringXTime (stateDuration);
mainPlayerController.setReducedVelocity (stateAmount);
if (stateAmount < 0.09f) {
mainPlayerController.setCanMoveAIState (false);
}
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class freezeCharacterState : characterStateAffectedInfo
{
[Header ("Custom Settings")]
[Space]
public playerController mainPlayerController;
public int pauseCharacterPriority = 2;
public override void activateStateAffected (bool state)
{
GKC_Utils.pauseOrResumeCharacter (state, mainPlayerController, pauseCharacterPriority);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class characterPropertiesSystem : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool characeterStatesAffectedEnabled = true;
[Space]
[Header ("States List Settings")]
[Space]
public List<characterStateAffectedInfo> characterStateAffectedInfoList = new List<characterStateAffectedInfo> ();
public void activateStateAffected (string stateName, float stateDuration, float stateAmount)
{
if (!characeterStatesAffectedEnabled) {
return;
}
for (int i = 0; i < characterStateAffectedInfoList.Count; i++) {
if (characterStateAffectedInfoList [i].stateAffectedName.Equals (stateName) && characterStateAffectedInfoList [i].stateEnabled) {
characterStateAffectedInfoList [i].activateStateAffected (stateDuration, stateAmount);
}
}
}
public void activateStateAffected (string stateName)
{
activateOrDeactivateStateAffected (stateName, true);
}
public void deactivateStateAffected (string stateName)
{
activateOrDeactivateStateAffected (stateName, false);
}
public void activateOrDeactivateStateAffected (string stateName, bool state)
{
if (!characeterStatesAffectedEnabled) {
return;
}
for (int i = 0; i < characterStateAffectedInfoList.Count; i++) {
if (characterStateAffectedInfoList [i].stateAffectedName.Equals (stateName) && characterStateAffectedInfoList [i].stateEnabled) {
characterStateAffectedInfoList [i].activateStateAffected (state);
}
}
}
public characterStateAffectedInfo getCharacterStateAffectedInfoByName (string stateName)
{
for (int i = 0; i < characterStateAffectedInfoList.Count; i++) {
if (characterStateAffectedInfoList [i].stateAffectedName.Equals (stateName)) {
return characterStateAffectedInfoList [i];
}
}
return null;
}
public GameObject getCharacterStateAffectedInfoGameObjectByName (string stateName)
{
for (int i = 0; i < characterStateAffectedInfoList.Count; i++) {
if (characterStateAffectedInfoList [i].stateAffectedName.Equals (stateName)) {
return characterStateAffectedInfoList [i].gameObject;
}
}
return null;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class characterStateAffectedInfo : MonoBehaviour
{
[Header ("Main Settings")]
[Space]
public bool stateEnabled = true;
public string stateAffectedName;
public bool stateAffectedActive;
public virtual void activateStateAffected (float stateDuration, float stateAmount)
{
}
public virtual void activateStateAffected (bool state)
{
}
public bool isStateAffectedActive ()
{
return stateAffectedActive;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class setCharacterAffectedState : MonoBehaviour
{
public bool affectStateEnabled = true;
public string characterStateAffectedName;
public float stateDuration;
public float stateAmount;
public void checkObjectDetected (GameObject objectToDamage)
{
if (!affectStateEnabled || objectToDamage == null) {
return;
}
playerComponentsManager mainPlayerComponentsManager = objectToDamage.GetComponent<playerComponentsManager> ();
if (mainPlayerComponentsManager != null) {
characterPropertiesSystem currentCharacterPropertiesSystem = mainPlayerComponentsManager.getCharacterPropertiesSystem ();
if (currentCharacterPropertiesSystem != null) {
currentCharacterPropertiesSystem.activateStateAffected (characterStateAffectedName, stateDuration, stateAmount);
}
}
}
}

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