public PlayerStateIdle_Update(PlayerFSM fsm, PlayerModel model, MisticPuzzleInput input, LayerMask blockLayer) { _fsm = fsm; _input = input; _model = model; _blockLayer = blockLayer; }
public PlayerStateMove_Enter(PlayerFSM fsm, PlayerModel model, GameCommands.EnemyTurn enemyTurnCommand, float moveTime, IStateEnter decorated) { _fsm = fsm; _model = model; _enemyTurnCommand = enemyTurnCommand; _moveTime = moveTime; _decorated = decorated; }
public void Inject(PlayerFSM fsm, PlayerModel model, SceneContext sc, GameCommands.Escape escapeCommand) { _fsm = fsm; _model = model; _escapeCommand = escapeCommand; var zb = GetComponent <ZenjectBinding>(); Debug.Assert(zb.IsValid()); zb.SetContext(sc); }
public PlayerStateBlock_Update(PlayerFSM fsm, float moveTime) { _fsm = fsm; _moveTime = moveTime; }