/* Variables that each PBaseMovement State has a copy of: */

    public PBaseMovement_State(PBaseMovement behaviourIn)
    {
        behaviour        = behaviourIn;
        collisionState   = behaviour.collisionState;
        input            = behaviour.pInputManager;
        collisionManager = new PBaseMovement_CollisionManager(this, collisionState);
    }
Ejemplo n.º 2
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    public void OnStart()
    {
        /* Create Behaviours. */
        behaviour_BaseMovement = gameObject.GetComponent <PBaseMovement>();
        behaviour_ScytheBase   = gameObject.GetComponent <PScytheMovement>();
        SetBehaviourSpecificVars();

        /* Set current Behaviour. */
        curBehaviour = behaviour_ScytheBase;//behaviour_BasesMovement; // 6.1.18

        /* Movement Components - Ensures that everything above is run before component creation. */
        collisionState = gameObject.GetComponent <PCollisionState>();
    }
Ejemplo n.º 3
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 public LocalCollisionManager(PBaseMovement_State owner, PCollisionState collisionState) : base(owner, collisionState)
 {
 }
Ejemplo n.º 4
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 public virtual void Awake()
 {
     //pInputManager = GetComponent<PInputManager>();
     collisionState = GetComponent <PCollisionState>();
 }
 public PBaseMovement_CollisionManager(PBaseMovement_State owner, PCollisionState collisionState)
 {
     this.owner          = owner;
     this.collisionState = collisionState;
     behaviour           = owner.behaviour;
 }