public StateMovingCurvedGround(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); _ground = Fsm.gameObject.GetOrAdd<ManagerGroundProbe>(); _input = Fsm.gameObject.GetComponent<IManagerInput>(); }
public StateHit(Fsm fsm) : base(fsm) { StateDuration = 0.25f; _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); _health = Fsm.gameObject.GetOrAdd <ManagerHealth>(); _collision = Fsm.gameObject.GetOrAdd <ManagerCollision>(); }
private void GetManagers() { _ground = gameObject.GetOrAdd <ManagerGroundProbe>(); _health = gameObject.GetOrAdd <ManagerHealth>(); _collision = gameObject.GetOrAdd <ManagerCollision>(); _locomotion = gameObject.GetOrAdd <ManagerLocomotion>(); }
public StateFalling(Fsm fsm) : base(fsm) { _material = Resources.Load <PhysicsMaterial2D>("NoFriction"); _collider = Fsm.gameObject.GetComponent <Collider2D>(); _collider.sharedMaterial = null; _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); _locomotion.Rigidbody.gravityScale = 11f; _input = Fsm.gameObject.GetComponent <IManagerInput>(); }
private void GetManagers() { _ground = gameObject.GetOrAdd<ManagerGroundProbe>(); _health = gameObject.GetOrAdd<ManagerHealth>(); _collision = gameObject.GetOrAdd<ManagerCollision>(); _locomotion = gameObject.GetOrAdd<ManagerLocomotion>(); }
public StateHit(Fsm fsm) : base(fsm) { StateDuration = 0.25f; _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); _health = Fsm.gameObject.GetOrAdd<ManagerHealth>(); _collision = Fsm.gameObject.GetOrAdd<ManagerCollision>(); }
public StateFalling(Fsm fsm) : base(fsm) { _material = Resources.Load<PhysicsMaterial2D>("NoFriction"); _collider = Fsm.gameObject.GetComponent<Collider2D>(); _collider.sharedMaterial = null; _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); _locomotion.Rigidbody.gravityScale = 11f; _input = Fsm.gameObject.GetComponent<IManagerInput>(); }
void Awake() { _locomotion = gameObject.GetOrAdd<ManagerLocomotion>(); _locomotion.DefaultSpeed = 300f; _collision = gameObject.GetOrAdd<ManagerCollision>(); _collision.Damages = 1; Grid.particleSystem.Play("ball", transform, transform.right, true); }
void Awake() { _locomotion = gameObject.GetOrAdd <ManagerLocomotion>(); _locomotion.DefaultSpeed = 300f; _collision = gameObject.GetOrAdd <ManagerCollision>(); _collision.Damages = 1; Grid.particleSystem.Play("ball", transform, transform.right, true); }
public StateJumping(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); }
public StateMovingCurvedGround(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd <ManagerLocomotion>(); _ground = Fsm.gameObject.GetOrAdd <ManagerGroundProbe>(); _input = Fsm.gameObject.GetComponent <IManagerInput>(); }
public StateJumping(Fsm fsm) : base(fsm) { _locomotion = Fsm.gameObject.GetOrAdd<ManagerLocomotion>(); }