private void Awake() { _legsModule = GetComponentInChildren <LegsModule>(); _torsoModule = GetComponentInChildren <TorsoModule>(); _torsoModule.SetupLegs(_legsModule); _unitControl = new UnitControl(this); _bodyCoordinator = new BodyCoordinator(this, _torsoModule, _legsModule, _unitControl); Physics.IgnoreCollision(_gun.Collider, _legsModule.Collider); }
public BodyCoordinator(Unit unit, TorsoModule torsoModule, LegsModule legsModule, IUnitControlParameters parameters) { _unit = unit; _legs = legsModule; _torso = torsoModule; _parameters = parameters; _standing = new Standing(torsoModule, legsModule, parameters); _moving = new Moving(torsoModule, legsModule, parameters); _gliding = new Gliding(torsoModule, legsModule, parameters); _standingUp = new StandingUp(torsoModule, legsModule, parameters); }
public Moving(TorsoModule torso, LegsModule legs, IUnitControlParameters parameters) : base(torso, legs, parameters) { }
public StandingUp(TorsoModule torso, LegsModule legs, IUnitControlParameters parameters) : base(torso, legs, parameters) { }
protected UnitState(TorsoModule torso, LegsModule legs, IUnitControlParameters parameters) { Legs = legs; Torso = torso; Parameters = parameters; }