public Car(ISpeedProvider moveSpeed, ISpeedProvider rotateSpeed, IAcceleration acceleration, ISurfaceInfo surfaceInfo) { m_MoveSpeed = moveSpeed; m_RotateSpeed = rotateSpeed; m_Acceleration = acceleration; m_SurfaceInfo = surfaceInfo; }
public void Init(IGame game, ISpeedProvider moveSpeed, ISpeedProvider rotateSpeed, IAcceleration acceleration, ISurfaceInfo surfaceInfo) { m_Game = game; m_MoveSpeed = moveSpeed; m_RotateSpeed = rotateSpeed; m_Acceleration = acceleration; m_SurfaceInfo = surfaceInfo; }
public DefaultAcceleration(ISpeedProvider moveSpeed, ISurfaceInfo surface) { m_Speed = moveSpeed; m_Surface = surface; }
public SpeedManager(PlayerEntity player, ICharacterPosture posture, ICharacterMovement movement, ICharacterPostureInConfig postureInConfig, ICharacterMovementInConfig movementInConfig, ISpeedProvider speedProvider) { _player = player; _posture = posture; _movement = movement; _postureInConfig = postureInConfig; _movementInConfig = movementInConfig; _speedProvider = speedProvider; _speedConditionDictionary = new Dictionary <int, Action>() { // 落地 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Land, MovementInConfig.Null), () => { SetCurrentState(PostureInConfig.Null, MovementInConfig.Null); } }, // 站立&静走 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Stand, MovementInConfig.Walk), () => { SetCurrentState(PostureInConfig.Stand, MovementInConfig.Walk); } }, // 站立&跑步 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Stand, MovementInConfig.Run), () => { SetCurrentState(PostureInConfig.Stand, MovementInConfig.Run); } }, // 站立&冲刺 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Stand, MovementInConfig.Sprint), () => { SetCurrentState(PostureInConfig.Stand, MovementInConfig.Sprint); } }, // 蹲下&静走 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Crouch, MovementInConfig.Walk), () => { SetCurrentState(PostureInConfig.Crouch, MovementInConfig.Walk); } }, // 蹲下&跑步 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Crouch, MovementInConfig.Run), () => { SetCurrentState(PostureInConfig.Crouch, MovementInConfig.Run); } }, // 蹲下&冲刺 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Crouch, MovementInConfig.Sprint), () => { SetCurrentState(PostureInConfig.Crouch, MovementInConfig.Sprint); } }, // 趴下&匍匐 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Prone, MovementInConfig.Null), () => { SetCurrentState(PostureInConfig.Prone, MovementInConfig.Walk); } }, // 游泳 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Swim, MovementInConfig.Null), () => { SetCurrentState(PostureInConfig.Swim, MovementInConfig.Swim); } }, // 潜水 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Dive, MovementInConfig.Null), () => { SetCurrentState(PostureInConfig.Dive, MovementInConfig.Dive); } }, // 受伤 { CharacterStateConfigHelper.GenerateId(PostureInConfig.Dying, MovementInConfig.Null), () => { SetCurrentState(PostureInConfig.Dying, MovementInConfig.Walk); } } }; }
public BulletSpeedProvider(float speed, ISpeedProvider worldSpeed) { this.speed = speed; this.worldSpeedProvider = worldSpeed; }