public PhysicsGrounded(PlayerPhysics playerPhysics, Transform playerTransform, LayerMask groundLayer, Vector3 groundCheckSize) { _ProxyFall = null; _PlayerTransform = playerTransform; _PhysicsPlayer = playerPhysics; _ColliderHits = new Collider[] { }; _GroundLayer = groundLayer; _GroundCheckSize = groundCheckSize; _IsGrounded = true; }
public Input_LookEvent(IStateProxyOnOff lookProxy) { _ObserverController = new Input_AnalogObservable(); _ProxyLook = lookProxy; }
public Input_WalkeEvent(IStateProxyOnOff walkProxy) { _ObserverController = new Input_AnalogObservable(); _ProxyWalk = walkProxy; }
public void SetFallProxy(IStateProxyOnOff proxy) { _ProxyFall = proxy; }