public MotorStateBase(PlayerController player, PlayerFeedbacks feedback) { this.player = player; this.feedback = feedback; motorStatus = player.status; raycaster = player.Raycaster; settings = CharacterSettings.instance; }
public MotorState_Hurt(PlayerController player, PlayerFeedbacks feedbacks) : base(player, feedbacks) { modules = new List <ModuleBase>() { new Module_Gravity(player, feedbacks), new Module_HurtKnockBack(player, feedbacks), }; }
public MotorState_Dead(PlayerController player, PlayerFeedbacks feedbacks) : base(player, feedbacks) { modules = new List <ModuleBase>() { new Module_Gravity(player, feedbacks), new Module_NoMovement(player, feedbacks), }; }
public MotorState_Aerial(PlayerController player, PlayerFeedbacks feedbacks) : base(player, feedbacks) { modules = new List <ModuleBase>() { new Module_Gravity(player, feedbacks), new Module_MoveInAir(player, feedbacks), new Module_Jump(player, feedbacks), new Module_Attack(player, feedback), }; }
public MotorState_MoveOnGround(PlayerController player, PlayerFeedbacks feedback) : base(player, feedback) { modules = new List <ModuleBase>() { new Module_Gravity(player, feedback), new Module_MoveOnGround(player, feedback), new Module_Jump(player, feedback), new Module_Attack(player, feedback), }; }
//Ctor public Module_NoMovement(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_Attack(PlayerController player, PlayerFeedbacks feedback) : base(player, feedback) { model = player.feedback.ModelTransform; status = player.status; }
//Ctor public Module_MoveOnGround(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_Gravity(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_Jump(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_MoveInAir(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_HurtKnockBack(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { }
public Module_Crouch(PlayerController motor, PlayerFeedbacks feedback) : base(motor, feedback) { collider = motor.GetComponent <BoxCollider2D>(); originalOffset = collider.offset; originalSize = collider.size; }