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;
 }
Example #3
0
 public void Inject(PlayerUnitDI di)
 {
     physics      = di.physics;
     input        = di.mainDi.controller.input;
     stateMachine = di.stateMachine;
     jump.Inject(di, wallSlideRaycaster);
     ReadStats(di.stats.Data);
 }
Example #4
0
 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
        };
    }
Example #8
0
 public void Inject(PlayerUnitDI di)
 {
     stateMachine = di.stateMachine;
     physics      = di.physics;
 }