public PlayerState_Setup(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, PlayerController.SetupDir p_setupDir) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._forwardLoad = p_forwardLoad; this._setupDir = p_setupDir; }
public PlayerState_Released(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._forwardLoad = p_forwardLoad; this._invertVel = p_invertVel; this._setupDir = p_setupDir; }
public PlayerState_Pop(StickInput p_popStick, StickInput p_flipStick, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_kickAddSoFar) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._forwardLoad = p_forwardLoad; this._setupDir = p_setupDir; this._augmentedLeftAngle = p_augmentedLeftAngle; this._augmentedRightAngle = p_augmentedRightAngle; this._kickAddSoFar = p_kickAddSoFar; }
public PlayerState_BeginPop(StickInput p_popStick, StickInput p_flipStick, float p_popForce, bool p_wasGrinding, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_popVel, float p_toeAxis, float p_popDir) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._popForce = p_popForce; this._wasGrinding = p_wasGrinding; this._forwardLoad = p_forwardLoad; this._invertVel = p_invertVel; this._setupDir = p_setupDir; this._augmentedLeftAngle = p_augmentedLeftAngle; this._augmentedRightAngle = p_augmentedRightAngle; this._popVel = p_popVel; this._toeAxis = p_toeAxis; this._popDir = p_popDir; }
public PlayerState_BeginPop(StickInput p_popStick, StickInput p_flipStick, float p_popForce, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_popVel, float p_toeAxis, float p_popDir) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._popForce = p_popForce; this._forwardLoad = p_forwardLoad; this._invertVel = p_invertVel; this._setupDir = p_setupDir; this._augmentedLeftAngle = p_augmentedLeftAngle; this._augmentedRightAngle = p_augmentedRightAngle; this._popVel = p_popVel; this._toeAxis = p_toeAxis; this._popDir = p_popDir; PlayerController.Instance.animationController.skaterAnim.CrossFadeInFixedTime("Pop", 0.1f); PlayerController.Instance.animationController.ikAnim.CrossFadeInFixedTime("Pop", 0.1f); }
public PlayerState_Released(StickInput p_popStick, StickInput p_flipStick, Vector2 p_initialFlipDir, float p_flipVel, float p_popVel, float p_toeAxis, float p_popDir, bool p_flipDetected, float p_flip, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, bool p_catchRegistered, bool p_leftCaughtFirst, bool p_rightCaughtFirst) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._potentialFlip = false; this._flipDetected = p_flipDetected; this._initialFlipDir = p_initialFlipDir; this._toeAxis = p_toeAxis; this._popDir = p_popDir; this._flipVel = p_flipVel; this._popVel = p_popVel; this._flip = p_flip; this._forwardLoad = p_forwardLoad; this._invertVel = p_invertVel; this._setupDir = p_setupDir; this._catchRegistered = p_catchRegistered; this._leftCaughtFirst = p_leftCaughtFirst; this._rightCaughtFirst = p_rightCaughtFirst; }
public PlayerState_Pop(StickInput p_popStick, StickInput p_flipStick, Vector2 p_initialFlipDir, float p_flipVel, float p_popVel, float p_toeAxis, float p_popDir, bool p_flipDetected, float p_flip, bool p_forwardLoad, float p_invertVel, PlayerController.SetupDir p_setupDir, float p_augmentedLeftAngle, float p_augmentedRightAngle, float p_kickAddSoFar) { this._popStick = p_popStick; this._flipStick = p_flipStick; this._potentialFlip = false; this._flipDetected = p_flipDetected; this._initialFlipDir = p_initialFlipDir; this._toeAxis = p_toeAxis; this._popDir = p_popDir; this._flipVel = p_flipVel; this._popVel = p_popVel; this._flip = p_flip; this._forwardLoad = p_forwardLoad; this._invertVel = p_invertVel; this._setupDir = p_setupDir; this._augmentedLeftAngle = p_augmentedLeftAngle; this._augmentedRightAngle = p_augmentedRightAngle; this._kickAddSoFar = p_kickAddSoFar; }