public CharacterBehaviorContext([Inject(Id = "id")] string characterId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "playerId")] int playerId, Transform transform, IOwnershipService ownershipService, CharacterAnimatorController animatorController, CharacterLocomotionHandler locomotionHandler) { CharacterId = characterId; Stats = stats; PlayerId = playerId; Transform = transform; OwnershipService = ownershipService; AnimatorController = animatorController; LocomotionHandler = locomotionHandler; }
public CharacterSecondaryMovementStateMachineContext(InputManager inputManager, GameObject go, IState startState, [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug, CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController, None none, Jump jump, Fall fall, Land land, Fly fly) : base(go, startState, debug) { InputManager = inputManager; CharacterId = characterId; PlayerId = playerId; Stats = stats; LocomotionHandler = locomotionHandler; AnimatorController = animatorController; RelatedStates = new States(none, jump, fall, land, fly); }
public CharacterMainStateMachineContext(InputManager inputManager, GameObject go, IState startState, [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug, CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController, Idle idle, Walk walk, Die die) : base(go, startState, debug) { InputManager = inputManager; CharacterId = characterId; PlayerId = playerId; Stats = stats; LocomotionHandler = locomotionHandler; AnimatorController = animatorController; RelatedStates = new States(idle, walk, die); }