public void Construct(IOwnershipService ownershipService, CharacterMainStateMachineContext mainStateMachineContext, CharacterLocomotionHandler locomotionHandler) { _ownershipService = ownershipService; _mainStateMachineContext = mainStateMachineContext; _locomotionHandler = locomotionHandler; }
public void Construct(StateMachine stateMachine, InputManager inputManager, IMessageBus messageBus, [Inject(Id = "id")] string entityId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, CharacterMainStateMachineContext mainStateMachineContext, CharacterSecondaryMovementStateMachineContext secondaryMovementStateMachineContext, CharacterCombatStateMachineContext combatStateMachineContext, CharacterBehaviorContext behaviorContext, CharacterPowerupContext powerupContext, CharacterLocomotionHandler locomotionHandler, CharacterHurtBoxHandler hurtBoxHandler, IOwnershipService ownershipService, Camera mainCamera, TargetGroupController targetGroupController, PlayerController playerController, MainCameraController mainCameraController, GroundCheck groundCheck, MovementColliderActivator colliderActivator, IResourceFactory resourceFactory, CharacterAnimatorController animtorController) { _stateMachine = stateMachine; _inputManager = inputManager; EntityId = entityId; Stats = stats; PlayerId = playerId; _messageBus = messageBus; _locomotionHandler = locomotionHandler; _hurtBoxHandler = hurtBoxHandler; _ownershipService = ownershipService; _mainCamera = mainCamera; _targetGroupController = targetGroupController; _playerController = playerController; _mainCameraController = mainCameraController; _groundCheck = groundCheck; _movementColliderActivator = colliderActivator; _resourceFactory = resourceFactory; _animtorController = animtorController; _mainStateMachineContext = mainStateMachineContext; _secondaryMovementStateMachineContext = secondaryMovementStateMachineContext; _combatStateMachineContext = combatStateMachineContext; _behaviorContext = behaviorContext; _powerupContext = powerupContext; }