Further updates to state machines

This commit is contained in:
Michal Pikulski
2025-11-05 13:48:25 +01:00
committed by Michal Pikulski
parent 199480447e
commit b3e0f90e09
26 changed files with 2211 additions and 4383 deletions

View File

@@ -1,18 +1,22 @@
using UnityEngine;
using Core.SaveLoad;
using Pixelplacement;
using UnityEngine;
public class AnneLiseBushBehaviour : MonoBehaviour
namespace StateMachines.Quarry.AnneLise
{
private StateMachine anneLiseBushStateMachine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
public class AnneLiseBushBehaviour : MonoBehaviour
{
anneLiseBushStateMachine = GetComponent<StateMachine>();
}
public void TakePhoto()
{
anneLiseBushStateMachine.ChangeState("TakePhoto");
private AppleMachine _anneLiseBushStateMachine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_anneLiseBushStateMachine = GetComponent<AppleMachine>();
}
public void TakePhoto()
{
_anneLiseBushStateMachine.ChangeState("TakePhoto");
}
}
}

View File

@@ -14,20 +14,17 @@ namespace StateMachines.Quarry.AnneLise
public UnityEvent animFlash;
public UnityEvent animStart;
void Start()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
}
/// <summary>
/// Called when entering this state during normal gameplay.
/// Initiates player movement and triggers photo-taking sequence.
/// </summary>
public override void OnEnterState()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
// Subscribe to player arrival event
_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;