/* 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); }
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>(); }
public LocalCollisionManager(PBaseMovement_State owner, PCollisionState collisionState) : base(owner, collisionState) { }
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; }