Esempio n. 1
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 public MoveHandler(IMovementAndMeleeCombatLogic inputLogic, IMovementAndMeleeCombatInput model, IMove movement)
 {
     this.inputLogic = inputLogic;
     this.model      = model;
     this.movement   = movement;
     this.inputLogic.InputChanged += InputLogic_InputChanged;
 }
Esempio n. 2
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 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;
 }
Esempio n. 3
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 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;
 }
Esempio n. 4
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 //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;
 }
Esempio n. 5
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 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;
 }
Esempio n. 6
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 //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);
    }
Esempio n. 8
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 public MeleeIdle(bool concurrentCanRun, EMeleeAttackID currentID, ref IMovementAndMeleeCombatLogic control)
 {
     this.concurrentCanRun = concurrentCanRun;
     this.currentID        = currentID;
     this.control          = control;
 }