/* Variables that each PBaseMovement State has a copy of: */ public PBaseMovement_State(PBaseMovement behaviourIn) { behaviour = behaviourIn; collisionState = behaviour.collisionState; input = behaviour.pInputManager; collisionManager = new PBaseMovement_CollisionManager(this, collisionState); }
private void Awake() { /* Enforce Singleton: */ if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } _input = GetComponent <PInputManager>(); }
/// <summary> /// Constructs a new PInputEventArgs /// </summary> /// <param name="inputManager">The input manager that dispatched this event.</param> /// <param name="e">An EventArgs that contains the event data.</param> /// <param name="type">The type of input event.</param> public PInputEventArgs(PInputManager inputManager, EventArgs e, PInputType type) { this.inputManager = inputManager; this.e = e; this.type = type; }