public PlayerState_Setup(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, PlayerController.SetupDir p_setupDir)
 {
     this._popStick    = p_popStick;
     this._flipStick   = p_flipStick;
     this._forwardLoad = p_forwardLoad;
     this._setupDir    = p_setupDir;
 }
 public PlayerState_Released(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir)
 {
     this._popStick    = p_popStick;
     this._flipStick   = p_flipStick;
     this._forwardLoad = p_forwardLoad;
     this._invertVel   = p_invertVel;
     this._setupDir    = p_setupDir;
 }
Beispiel #3
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 public PlayerState_Pop(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_kickAddSoFar)
 {
     this._popStick            = p_popStick;
     this._flipStick           = p_flipStick;
     this._forwardLoad         = p_forwardLoad;
     this._setupDir            = p_setupDir;
     this._augmentedLeftAngle  = p_augmentedLeftAngle;
     this._augmentedRightAngle = p_augmentedRightAngle;
     this._kickAddSoFar        = p_kickAddSoFar;
 }
Beispiel #4
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 public PlayerState_BeginPop(StickInput p_popStick, StickInput p_flipStick, float p_popForce, bool p_wasGrinding, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_popVel, float p_toeAxis, float p_popDir)
 {
     this._popStick            = p_popStick;
     this._flipStick           = p_flipStick;
     this._popForce            = p_popForce;
     this._wasGrinding         = p_wasGrinding;
     this._forwardLoad         = p_forwardLoad;
     this._invertVel           = p_invertVel;
     this._setupDir            = p_setupDir;
     this._augmentedLeftAngle  = p_augmentedLeftAngle;
     this._augmentedRightAngle = p_augmentedRightAngle;
     this._popVel  = p_popVel;
     this._toeAxis = p_toeAxis;
     this._popDir  = p_popDir;
 }
Beispiel #5
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 public PlayerState_BeginPop(StickInput p_popStick, StickInput p_flipStick, float p_popForce, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_popVel, float p_toeAxis, float p_popDir)
 {
     this._popStick            = p_popStick;
     this._flipStick           = p_flipStick;
     this._popForce            = p_popForce;
     this._forwardLoad         = p_forwardLoad;
     this._invertVel           = p_invertVel;
     this._setupDir            = p_setupDir;
     this._augmentedLeftAngle  = p_augmentedLeftAngle;
     this._augmentedRightAngle = p_augmentedRightAngle;
     this._popVel  = p_popVel;
     this._toeAxis = p_toeAxis;
     this._popDir  = p_popDir;
     PlayerController.Instance.animationController.skaterAnim.CrossFadeInFixedTime("Pop", 0.1f);
     PlayerController.Instance.animationController.ikAnim.CrossFadeInFixedTime("Pop", 0.1f);
 }
 public PlayerState_Released(StickInput p_popStick, StickInput p_flipStick, Vector2 p_initialFlipDir, float p_flipVel, float p_popVel, float p_toeAxis, float p_popDir, bool p_flipDetected, float p_flip, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, bool p_catchRegistered, bool p_leftCaughtFirst, bool p_rightCaughtFirst)
 {
     this._popStick         = p_popStick;
     this._flipStick        = p_flipStick;
     this._potentialFlip    = false;
     this._flipDetected     = p_flipDetected;
     this._initialFlipDir   = p_initialFlipDir;
     this._toeAxis          = p_toeAxis;
     this._popDir           = p_popDir;
     this._flipVel          = p_flipVel;
     this._popVel           = p_popVel;
     this._flip             = p_flip;
     this._forwardLoad      = p_forwardLoad;
     this._invertVel        = p_invertVel;
     this._setupDir         = p_setupDir;
     this._catchRegistered  = p_catchRegistered;
     this._leftCaughtFirst  = p_leftCaughtFirst;
     this._rightCaughtFirst = p_rightCaughtFirst;
 }
Beispiel #7
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 public PlayerState_Pop(StickInput p_popStick, StickInput p_flipStick, Vector2 p_initialFlipDir, float p_flipVel, float p_popVel, float p_toeAxis, float p_popDir, bool p_flipDetected, float p_flip, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_kickAddSoFar)
 {
     this._popStick            = p_popStick;
     this._flipStick           = p_flipStick;
     this._potentialFlip       = false;
     this._flipDetected        = p_flipDetected;
     this._initialFlipDir      = p_initialFlipDir;
     this._toeAxis             = p_toeAxis;
     this._popDir              = p_popDir;
     this._flipVel             = p_flipVel;
     this._popVel              = p_popVel;
     this._flip                = p_flip;
     this._forwardLoad         = p_forwardLoad;
     this._invertVel           = p_invertVel;
     this._setupDir            = p_setupDir;
     this._augmentedLeftAngle  = p_augmentedLeftAngle;
     this._augmentedRightAngle = p_augmentedRightAngle;
     this._kickAddSoFar        = p_kickAddSoFar;
 }