// Unsubscribes from various events
        protected override void OnDisable()
        {
            base.OnDisable();
            if (controllerAdapter != null)
            {
                controllerAdapter.jumpVelocitySet -= m_MovementEffects.Jumped;
                controllerAdapter.landed          -= m_MovementEffects.Landed;
                controllerAdapter.landed          -= OnLanding;
            }

            if (m_Motor != null)
            {
                if (thirdPersonInput != null)
                {
                    BaseCharacterInput userInput = thirdPersonInput as BaseCharacterInput;
                    if (userInput != null)
                    {
                        userInput.jumpPressed   -= m_Motor.OnJumpPressed;
                        userInput.sprintStarted -= m_Motor.ToggleSprint;
                        userInput.sprintEnded   -= m_Motor.StopSprint;
                        userInput.strafeStarted -= OnStrafeStarted;
                        userInput.strafeEnded   -= OnStrafeEnded;
                    }
                }

                m_Motor.jumpStarted -= OnJumpStarted;
                m_Motor.fallStarted -= OnFallStarted;
                m_Motor.Unsubscribe();
            }

            m_MovementEffects.Unsubscribe();
        }
Esempio n. 2
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        public State(AnimationController animator, Transform player, BaseCharacterInput baseCharacterInput)
        {
            this.animationController = animator;

            this.player = player;

            this.baseCharacterInput = baseCharacterInput;

            baseCharacterInput.attackLButtonPressed += AttackLInput;

            baseCharacterInput.attackRButtonPressed += AttackRInput;
        }
Esempio n. 3
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 void Start()
 {
     characterInput = FindObjectOfType <BaseCharacterInput>();
 }
Esempio n. 4
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 public Idle(AnimationController animationController, Transform player, BaseCharacterInput baseCharacterInput) : base(animationController, player, baseCharacterInput)
 {
 }
Esempio n. 5
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 public AttackR(AnimationController animator, Transform player, BaseCharacterInput baseCharacterInput) : base(animator, player, baseCharacterInput)
 {
     base.currentStateName = StateName.AttackR;
 }