public MoveHandler(IMovementAndMeleeCombatLogic inputLogic, IMovementAndMeleeCombatInput model, IMove movement) { this.inputLogic = inputLogic; this.model = model; this.movement = movement; this.inputLogic.InputChanged += InputLogic_InputChanged; }
public AttackState(bool concurrentCanRun, EMeleeAttackID currentID, ref IMovementAndMeleeCombatLogic control, ref IInvertoryLogic invertory, ref Animator animator) { this.concurrentCanRun = concurrentCanRun; this.currentID = currentID; this.control = control; this.animator = animator; this.invertoryLogic = invertory; }
public LandState(float landingTime, bool concurrentCanRun, ref IMovementAndMeleeCombatLogic controller, ref IMove move, EMovementID currentID) { this.landingTime = landingTime; this.concurrentCanRun = concurrentCanRun; this.controller = controller; this.currentID = currentID; this.characterController = move; }
//TODO: movementInfo for the speed public WalkState(bool concurrentCanRun, float movementSpeed, ref IMove characterController, ref IMovementAndMeleeCombatLogic input, EMovementID currentID, ref Animator animator) { this.concurrentCanRun = concurrentCanRun; this.characterController = characterController; this.controller = input; this.currentID = currentID; this.movementSpeed = movementSpeed; this.animator = animator; }
public FallState(float lastMoveMultiplier, Vector3 fallVector, bool concurrentCanRun, ref IMove characterController, ref IMovementAndMeleeCombatLogic controller, EMovementID currentID, ref Animator animator) { this.lastMoveMultiplier = lastMoveMultiplier; this.gravityVector = fallVector; this.concurrentCanRun = concurrentCanRun; this.characterController = characterController; this.controller = controller; this.currentID = currentID; this.animator = animator; }
//TODO: movementInfo for the speed public SmashState(bool concurrentCanRun, float movementSpeed, float smashTime, ref IMove characterController, ref IMovementAndMeleeCombatLogic input, EMovementID currentID, ref Animator animator) { this.concurrentCanRun = concurrentCanRun; this.characterController = characterController; this.controller = input; this.currentID = currentID; this.movementSpeed = movementSpeed; this.smashTime = smashTime; this.isTimeOver = false; this.borderTime = smashTime / 1.1f; this.animator = animator; }
// Use this for initialization void Start() { ICameraData camData = userCamera.GetComponent <ICameraData>(); spCamera = camData.SpCamera; invertoryLogic = GetComponent <IInvertoryData>().InvertoryLogic; Transform follow = transform; CharacterController characterController = GetComponent <CharacterController>(); characterControl = new SpacemarineMove(ref characterController, ref follow, collideWith); movementInput = new SpMovementAndMeleeCombat(ref rayCastFrom, collideWith, ref characterController); movementLogic = new SpMovementAndMeleeLogic(movementInput); rangedInput = new RangedCombatInput(); rangedLogic = new RangedCombatLogic(ref rangedInput, spCamera.CameraTransform); spaceMove = new ControlSpMovement(ref movementLogic, ref characterControl, ref characterAnimator, ref rangedLogic, ref invertoryLogic, ref spCamera); }
public MeleeIdle(bool concurrentCanRun, EMeleeAttackID currentID, ref IMovementAndMeleeCombatLogic control) { this.concurrentCanRun = concurrentCanRun; this.currentID = currentID; this.control = control; }