public PlayerVectorRendererComponent( PlayerRigidbody playerRigidbody, PlayerStateMachine stateMachine) { this.playerRigidbody_ = playerRigidbody; this.stateMachine_ = stateMachine; this.root_ = Bone2.NewRoot(90); var playerHeight = PlayerConstants.VSIZE; var hipWidth = PlayerConstants.HSIZE * .7f; this.hipCenter_ = this.root_.AddChild(0, 0); this.hipLeft_ = this.hipCenter_.AddChild(hipWidth / 2, 90); this.hipRight_ = this.hipCenter_.AddChild(hipWidth / 2, -90); var legHeight = playerHeight / 2; var upperLegLength = legHeight / 2; this.upperLegLeft_ = this.hipLeft_.AddChild(upperLegLength, 90); this.upperLegRight_ = this.hipRight_.AddChild(upperLegLength, -90); var lowerLegLength = legHeight - upperLegLength; this.lowerLegLeft_ = this.upperLegLeft_.AddChild(lowerLegLength, 0); this.lowerLegRight_ = this.upperLegRight_.AddChild(lowerLegLength, 0); }
public PlayerComponent( IGamepad gamepad, PlayerRigidbody playerRigidbody, PlayerSoundsComponent playerSounds, PlayerStateMachine playerStateMachine) { this.gamepad_ = gamepad; this.playerRigidbody_ = playerRigidbody; this.rigidbody_ = playerRigidbody.Rigidbody; this.playerSounds_ = playerSounds; this.stateMachine_ = playerStateMachine; this.levelGridRenderer_ = new LevelGridRenderer { LevelGrid = LevelConstants.LEVEL_GRID, }; this.motor_ = new PlayerMotor { StateMachine = this.stateMachine_, PlayerRigidbody = this.playerRigidbody_, }; this.collider_ = new PlayerCollider { StateMachine = this.stateMachine_, PlayerRigidbody = this.playerRigidbody_, }; this.boxPlayerRenderer_ = new BoxPlayerRenderer { PlayerRigidbody = this.playerRigidbody_, }; }
public SwordComponent( IGamepad gamepad, PlayerRigidbody playerRigidbody, PlayerStateMachine stateMachine) { this.gamepad_ = gamepad; this.playerRigidbody_ = playerRigidbody; this.stateMachine_ = stateMachine; }
public WhipComponent( IGamepad gamepad, PlayerRigidbody playerRigidbody, PlayerSoundsComponent playerSounds, PlayerStateMachine stateMachine) { this.gamepad_ = gamepad; this.playerRigidbody_ = playerRigidbody; this.playerSounds_ = playerSounds; this.stateMachine_ = stateMachine; var whipPointCount = 10; this.whipPoints_ = new MutableVector2 <float> [whipPointCount]; for (var i = 0; i < whipPointCount; ++i) { this.whipPoints_[i] = new MutableVector2 <float>(); } }
public ItemSwitcherComponent( IGamepad gamepad, PlayerRigidbody playerRigidbody, PlayerSoundsComponent playerSounds, PlayerStateMachine stateMachine) { this.gamepad_ = gamepad; this.itemComponents_ = new IItemComponent[] { new ShieldComponent(gamepad, playerRigidbody, stateMachine), new WhipComponent(gamepad, playerRigidbody, playerSounds, stateMachine), new SwordComponent(gamepad, playerRigidbody, stateMachine), }; this.currentItemIndex_ = new CircularRangedInt(0, 0, this.itemComponents_.Length); }