public LevelIntroState(LevelFSM stateMachine, LevelController controller) { _stateMachine = stateMachine; _input = controller.MenuInput; _playerSpawner = controller.PlayerSpawner; _gameSession = GameSession.Instance; }
public LevelSetupState(LevelFSM stateMachine, LevelController controller) { _stateMachine = stateMachine; _playerSpawner = controller.PlayerSpawner; _gameSession = GameSession.Instance; _introScreen = controller.LevelHUD.IntroScreen; _playtimeScreen = controller.LevelHUD.PlaytimeScreen; }
public LevelWinState(LevelFSM stateMachine, LevelController controller) { _stateMachine = stateMachine; _playerSpawner = controller.PlayerSpawner; _winScreen = controller.LevelHUD.WinScreen; _input = controller.MenuInput; _gameSession = GameSession.Instance; }
public LevelActiveState(LevelFSM stateMachine, LevelController levelController) { _stateMachine = stateMachine; _winTrigger = levelController.WinTrigger; _playerSpawner = levelController.PlayerSpawner; _gameSession = GameSession.Instance; _playtimeScreen = levelController.LevelHUD.PlaytimeScreen; _cameraController = levelController.CameraController; _menuInput = levelController.MenuInput; }
public LevelLoseState(LevelFSM stateMachine, LevelController controller) { _stateMachine = stateMachine; _playerSpawner = controller.PlayerSpawner; }
public LevelPauseState(LevelFSM stateMachine) { _stateMachine = stateMachine; }