Esempio n. 1
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 public PlayerState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName)
 {
     Player             = player;
     FiniteStateMachine = playerFiniteStateMachine;
     PlayerData         = playerData;
     AnimationBoolName  = animationBoolName;
 }
 public PlayerTouchingWallState(Player Player, PlayerFiniteStateMachine FiniteStateMachine, D_PlayerData PlayerData, string _animationBoolName) : base(Player, FiniteStateMachine, PlayerData, _animationBoolName)
 {
 }
Esempio n. 3
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 public PlayerOnRopeState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
 }
 public PlayerWallSlideState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
 }
 public PlayerBowFireArrowShotState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerFireArrowShotData)
 {
     InitializeAimingPointsArray(attackPosition, playerFireArrowShotData);
 }
 public PlayerSwordAttackState_02(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerSwordAttackData playerSwordAttackData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerSwordAttackData)
 {
 }
 public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName)
     : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
     _amountOfJumpsLeft = PlayerData.amountOfJumps;
 }
 public PlayerBowFireArrowShotState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData,
                                    string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData)
     : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition)
 {
     PlayerFireArrowShotData = playerFireArrowShotData;
     CanShot = true;
 }
 public PlayerAbilityState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName)
     : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
     IsAbilityDone = true;
 }
Esempio n. 10
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 public PlayerAttackState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName,
                          Transform attackPosition) : base(player, playerFiniteStateMachine, playerData, animationBoolName)
 {
     this.attackPosition = attackPosition;
 }