public virtual void InitializeState(Animator anim, Abstract_Input_Handler input_Handler, Movement_Handler fsm, MovementStats movement_Handler, Rigidbody rigidbody) { SetInputHandler(input_Handler); SetExecutingAnim(anim); SetExecutingFSM(fsm); SetExecutingMovementHandler(movement_Handler); SetExecutingRigidbody(rigidbody); }
public virtual void SetInputHandler(Abstract_Input_Handler input_Handler) { if (input_Handler != null) { _inputHandler = input_Handler; } if (_inputHandler == null) { Debug.LogError("No Input"); } }
public void Awake() { animator = this.GetComponentInChildren <Animator>(); if (animator != null) { Debug.LogWarning("No Animator is present"); } Cursor.lockState = CursorLockMode.Locked; input = this.GetComponent <Abstract_Input_Handler>(); currentState = null; rigidbody = this.GetComponent <Rigidbody>(); _psmStates = new Dictionary <PhysicsStateType, AbstractPSMState>(); foreach (AbstractPSMState state in _validStates) { InitializeState(state); _psmStates.Add(state.StateType, state); } }