private Transform target; // ロックオン対象 #endregion Fields #region Constructors /// <summary> /// プレイヤーカメラの動作 /// </summary> /// <param name="controller">カメラを制御するためのクラス</param> /// <param name="horizontalRotationSpeed">プレイヤーがカメラを操作するときの水平方向移動速度</param> /// <param name="verticalRotationSpeed">プレイヤーがカメラを操作するときの垂直方向移動速度</param> public PlayerCamera(CameraController controller, float horizontalRotationSpeed, float verticalRotationSpeed) { this.controller = controller; cameraTransform = controller.cameraTransform; this.horizontalRotationSpeed = horizontalRotationSpeed; this.verticalRotationSpeed = verticalRotationSpeed; player = GameManager.instance.player; }
public AttackState(Player player) : base(player) { player.attackFlow.OnActionChanged += new Action(OnActionChanged); }
public BaseState(Player player) { this.player = player; }
private float speed; // 速度 #endregion Fields #region Constructors public AirDashState(Player player) : base(player) { speed = initialVelocity; player.jumpVY = 0.0f; player.isAirDashPossible = false; }
private float trampledJumpInputCount; // 踏みつけジャンプ入力受付カウンタ #endregion Fields #region Constructors public AirState(Player player) : base(player) { player.attackFlow.ChangeMode(PlayerAttackFlow.Mode.Air); }
public NormalState(Player player) : base(player) { // 接地しているのでジャンプ状態を解除 player.currentJumpState = JumpState.None; player.jumpVY = 0.0f; player.animator.SetBool(player.isGroundedID, true); player.isAirDashPossible = false; player.attackFlow.ChangeMode(PlayerAttackFlow.Mode.Ground); }
public WallKick(Player player) : base(player) { speed = primarySpeed; player.isAirDashPossible = true; player.animator.SetBool(player.isTrampledID, true); }
private float transitionCount; // 次の状態へ遷移するまでの時間をカウント #endregion Fields #region Constructors public DepressionState(Player player) : base(player) { player.animator.SetTrigger(player.isJumpID); }
public DashToTargetState(Player player, Vector3 position) : base(player) { target = position; }
public DamageState(Player player) : base(player) { damegeSeconds = player.animator.GetCurrentAnimatorStateInfo(0).length; player.StartCoroutine(MoveCoroutine()); player.jumpVY = 0.0f; }
public DashToTargetState(Player player) : base(player) { target = player.lockOnTarget.transform; }
public AttackState(Player player) : base(player) { }