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refactor: Removed implemented fighter classes.
BREAKING CHANGE: Removed implemented fighter classes (hurtboxmanager, statemanager, etc.). Actual implementation depends from game to game, rather put things like this in a sample.
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2 changes: 1 addition & 1 deletion
2
Assets/HnSF/Fighter/Managers.meta → Assets/HnSF/Editor/State.meta
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,20 @@ | ||
using System.Collections; | ||
using System.Collections.Generic; | ||
using UnityEditor; | ||
using UnityEngine; | ||
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namespace HnSF | ||
{ | ||
[CustomEditor(typeof(StateTimeline), true)] | ||
public class StateTimelineEditor : Editor | ||
{ | ||
public override void OnInspectorGUI() | ||
{ | ||
StateTimeline st = (StateTimeline)target; | ||
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st.totalFrames = (int)(st.duration / (1.0f / 60.0f)); | ||
GUILayout.Label($"Total Frames: {st.totalFrames}", EditorStyles.boldLabel); | ||
//base.OnInspectorGUI(); | ||
} | ||
} | ||
} |
2 changes: 1 addition & 1 deletion
2
...ter/Managers/FighterCombatManager.cs.meta → .../Editor/State/StateTimelineEditor.cs.meta
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,15 @@ | ||
namespace HnSF.Fighters | ||
{ | ||
public interface IFighterStateManager | ||
{ | ||
int CurrentState { get; } | ||
int CurrentStateFrame { get; } | ||
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void AddState(StateTimeline state, int stateNumber); | ||
void RemoveState(int stateNumber); | ||
bool ChangeState(int state, int stateFrame = 0, bool callOnInterrupt = true); | ||
StateTimeline GetState(int state); | ||
void SetFrame(int frame); | ||
void IncrementFrame(); | ||
} | ||
} |
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