public StateFalling(Fsm fsm) : base(fsm) { _material = Resources.Load <PhysicsMaterial2D>("NoFriction"); _collider = Fsm.gameObject.GetComponent <Collider2D>(); _collider.sharedMaterial = null; _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); _locomotion.Rigidbody.gravityScale = 11f; _input = Fsm.gameObject.GetComponent <IManagerInput>(); }
public StateMovingCurvedGround(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); _ground = Fsm.gameObject.GetOrAdd<ManagerGroundProbe>(); _input = Fsm.gameObject.GetComponent<IManagerInput>(); }
public StateFalling(Fsm fsm) : base(fsm) { _material = Resources.Load<PhysicsMaterial2D>("NoFriction"); _collider = Fsm.gameObject.GetComponent<Collider2D>(); _collider.sharedMaterial = null; _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); _locomotion.Rigidbody.gravityScale = 11f; _input = Fsm.gameObject.GetComponent<IManagerInput>(); }
public StateMovingCurvedGround(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); _ground = Fsm.gameObject.GetOrAdd <ManagerGroundProbe>(); _input = Fsm.gameObject.GetComponent <IManagerInput>(); }