public PlayerInputStateConstArg( IPlayerInputStateEngine engine, float drawDeltaThreshold, ISlickBowShootingProcessFactory processFactory ) { thisEngine = engine; thisDrawDeltaThreshold = drawDeltaThreshold; thisProcessFactory = processFactory; }
public IWaitAndSwitchToIdleStateProcess CreateWaitAndSwitchToIdleStateProcess( IPlayerInputStateEngine engine, float waitTime //2f ) { WaitAndSwitchToIdleStateProcess.IConstArg arg = new WaitAndSwitchToIdleStateProcess.ConstArg( thisProcessManager, waitTime, engine ); return(new WaitAndSwitchToIdleStateProcess(arg)); }
public ConstArg( IProcessManager processManager, float expireTime, IPlayerInputStateEngine engine ) : base( processManager, ProcessConstraint.ExpireTime, expireTime ) { thisEngine = engine; }