public EnemyAttackAI(ProximitySensor sensor, Attack attack, Settings settings, FaceDirection faceDirection, [Inject(Id = InjectId.Owner)] GameObject owner) { _sensor = sensor; _attack = attack; _settings = settings; _owner = owner; _faceDirection = faceDirection; }
public GhoulAI(Settings settings, ProximitySensor sensor, CharacterMotor motor, FaceDirection faceDirection, Pushback pushback) { _sensor = sensor; _motor = motor; _faceDirection = faceDirection; _settings = settings; _pushback = pushback; }
public SquireAI(FaceDirection faceDirection, Move move, Settings settings, CharacterMotor motor, Pushback pushback) { _faceDirection = faceDirection; _move = move; _settings = settings; _motor = motor; _pushback = pushback; }
public GolemDeath(FaceDirection faceDirection, Life life, ProximitySensor sensor, EnemyAttackAI attackAi, [Inject(Id = InjectId.Owner)] GameObject owner) { _life = life; _sensor = sensor; _attackAi = attackAi; _faceDirection = faceDirection; _collider = owner.GetComponent <Collider2D>(); }
public SquireDeath(FaceDirection faceDirection, Move move, SquireAI squireAi, Life life, SquireDeathSignal deathSignal, [Inject(Id = InjectId.Owner)] GameObject owner) { _faceDirection = faceDirection; _move = move; _squireAi = squireAi; _life = life; _deathSignal = deathSignal; _collider = owner.GetComponent <Collider2D>(); }
public GhoulDeath([Inject(Id = InjectId.Owner)] GameObject owner, Settings settings, Life life, Attack attack, FaceDirection faceDirection, GhoulAI ghoulAi, ProximitySensor sensor) { _owner = owner; _settings = settings; _life = life; _faceDirection = faceDirection; _attack = attack; _ghoulAi = ghoulAi; _sensor = sensor; _collider = owner.GetComponent <Collider2D>(); }
public LietoDeath(FaceDirection faceDirection, Attack attack, Jump jump, Move move, Life life, LietoPushed pushed, LietoDeathSignal deathSignal, DetectCheckpoint detectCheckpoint, CharacterMotor motor, CameraFollow follow, Switch mySwitch) { _faceDirection = faceDirection; _attack = attack; _jump = jump; _move = move; _life = life; _pushed = pushed; _deathSignal = deathSignal; _switch = mySwitch; }
public static bool Check(FaceDirection _faceDirection, Vector2 position, float distance, float offsetY, string tag) { var direction = new Vector2(_faceDirection.Direction, 0); var finalPosition = new Vector2(position.x, position.y + offsetY); var hits = Physics2D.RaycastAll(finalPosition, direction, distance); Debug.DrawRay(finalPosition, direction * distance, Color.magenta); for (int i = 0; i < hits.Length; i++) { var hit = hits[i]; if (hit.transform.tag == tag) { _faceDirection.SetDirection(-(int)direction.x); return(true); } } return(false); }
public Attack(Settings settings, FaceDirection faceDirection, [Inject(Id = InjectId.Owner)] GameObject owner) { _settings = settings; _owner = owner; _faceDirection = faceDirection; }
public void Construct(GG.FaceDirection faceDirection) { _faceDirection = faceDirection; }