public PlayerShooter(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, Rigidbody2D rigidbody2D, float speed, AttackAnimationEventHandler handler, Weapon weapon, ShootingHelper shootingHelper) : base(context, animator, input, rigidbody2D, speed) { _delayBeforeTransition = new Timer(0.25f); _eventHandler = handler; _weapon = weapon; _shootingHelper = shootingHelper; }
public PlayerBaseState(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input) { Context = context; AnimationController = animator; Input = input; }
public PlayerShooterIdle(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, ShootingHelper shootingHelper, Rigidbody2D self, float speed) : base(context, animator, input, self, speed) { _shootingHelper = shootingHelper; }
public PlayerIdle(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input) : base(context, animator, input) { }
protected Movable(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, Rigidbody2D self, float speed) : base(context, animator, input) { Self = self; _speed = speed; }
public PlayerMover(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, Rigidbody2D self, float speed) : base(context, animator, input, self, speed) { }