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), }; }
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]; }
public Module_HurtKnockBack(PlayerTopDown3DController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
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; }