public MotorStateBase(PlayerTopDown3DController player, PlayerFeedbacks feedback)
 {
     this.player   = player;
     this.feedback = feedback;
     motorStatus   = player.Status;
     raycaster     = player.Raycaster;
     settings      = CharacterSettings.instance;
 }
 public MotorState_Hurt(PlayerTopDown3DController player, PlayerFeedbacks feedbacks) : base(player, feedbacks)
 {
     modules = new List <ModuleBase>()
     {
         new Module_Gravity(player, feedbacks),
         new Module_HurtKnockBack(player, feedbacks),
     };
 }
Ejemplo n.º 3
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 public MotorState_MoveOnGround(PlayerTopDown3DController player, PlayerFeedbacks feedback) : base(player, feedback)
 {
     modules = new List <ModuleBase>()
     {
         new Module_Gravity(player, feedback),
         new Module_MoveOnGround(player, feedback),
         new Module_Jump(player, feedback),
         new Module_BasicAttack(player, feedback),
     };
 }
    private void Awake()
    {
        //Reference
        Rb               = GetComponent <Rigidbody>();
        Raycaster        = GetComponent <MotorRaycaster>();
        feedback         = GetComponentInChildren <PlayerFeedbacks>();
        cameraController = GetComponent <Player3rdPersonCamera>();

        //Initialize
        Status           = new PlayerStatus();
        stateClassLookup = new Dictionary <MotorStates, MotorStateBase>
        {
            { MotorStates.OnGround, new MotorState_MoveOnGround(this, feedback) },
            { MotorStates.Aerial, new MotorState_Aerial(this, feedback) },
            //{MotorStates.Hurt,      new MotorState_Hurt(this, Feedbacks)},
        };

        currentStateType  = MotorStates.OnGround;
        currentStateClass = stateClassLookup[currentStateType];
    }
Ejemplo n.º 5
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 public Module_HurtKnockBack(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback)
 {
 }
Ejemplo n.º 6
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 public Module_MoveInAir(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback)
 {
 }
 public Module_BasicAttack(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback)
 {
 }
 public Module_Gravity(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback)
 {
 }
 public Module_Crouch(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback)
 {
     collider       = motor.GetComponent <BoxCollider2D>();
     originalOffset = collider.offset;
     originalSize   = collider.size;
 }