public void Inject(PlayerUnitDI di) { physics = di.physics; stateMachine = di.stateMachine; hp = di.hp; vulnerability = di.vulnerability; }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; physics = di.physics; flip = di.flip; vulnerability = di.vulnerability; }
public void Inject(PlayerUnitDI di) { physics = di.physics; input = di.mainDi.controller.input; stateMachine = di.stateMachine; jump.Inject(di, wallSlideRaycaster); ReadStats(di.stats.Data); }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; selectUnit = di.abilities.selectUnit; wallSlide = di.abilities.wallSlide; jump = di.abilities.jump; physics = di.physics; }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; this.di = di; physics = di.physics; movement = di.abilities.movement; respawnHandler = di.respawnHandler; vulnerability = di.vulnerability; }
public void Inject(PlayerUnitDI di) { physics = di.physics; stateMachine = di.stateMachine; unitHandler = di.mainDi.unitHandler; input = di.mainDi.controller.input; stats = di.stats; hp = di.hp; }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; PlayerAbilities abilities = di.abilities; selectUnit = abilities.selectUnit; movement = abilities.movement; jump = abilities.jump; wallSlide = abilities.wallSlide; yeet = abilities.yeet; action = abilities.action; physics = di.physics; this.abilities = new IPlayerAbility[] { action, selectUnit, yeet, wallSlide, movement, jump }; }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; physics = di.physics; }