void Start() { BjjPlayer player1script = (BjjPlayer)Player1.GetComponent <BjjPlayer>(); BjjPlayer player2script = (BjjPlayer)Player2.GetComponent <BjjPlayer>(); player1script.Opponent = Player2; player1script.PlayerNumber = 1; player2script.PlayerNumber = 2; player2script.Opponent = Player1; player1script.SetState(BjjState.PullingGuard); player2script.SetState(BjjState.EnteringGuard); }
public MovementManager(BjjPlayer bjjPlayer) //TODO: really we should be passing a subclass of BjjPlayer here { _player = bjjPlayer; _ik = _player.GetComponentInChildren <FullBodyBipedIK>(); _is = _player.GetComponentInChildren <InteractionSystem>(); _ik.Disable(); leftHand = new BodyPoint(SearchHierarchyForBone(_player.transform, "L Wrist").gameObject, FullBodyBipedEffector.LeftHand); rightHand = new BodyPoint(SearchHierarchyForBone(_player.transform, "R Hand GP").gameObject, FullBodyBipedEffector.RightHand); leftFoot = new BodyPoint(null, FullBodyBipedEffector.LeftFoot); rightFoot = new BodyPoint(null, FullBodyBipedEffector.RightFoot); leftThigh = new BodyPoint(null, FullBodyBipedEffector.LeftThigh); rightThigh = new BodyPoint(null, FullBodyBipedEffector.RightThigh); leftShoulder = new BodyPoint(null, FullBodyBipedEffector.LeftShoulder); rightShoulder = new BodyPoint(null, FullBodyBipedEffector.RightShoulder); body = new BodyPoint(null, FullBodyBipedEffector.Body); BodyPoints = new List <BodyPoint> { leftHand, rightHand, leftFoot, rightFoot, leftThigh, rightThigh, leftShoulder, rightShoulder, body }; }
public IdleState(BjjPlayer bjjPlayer, Dictionary <BjjState, State> subStates) : base(bjjPlayer, subStates) { }
public PullGuardState(BjjPlayer bjjPlayer, Dictionary <BjjState, State> subStates) : base(bjjPlayer, subStates) { }
public GrabbingState(BjjPlayer bjjPlayer, Dictionary <BjjState, State> subStates) : base(bjjPlayer, subStates) { }
public State(BjjPlayer bjjPlayer, Dictionary <BjjState, State> subStates) { _bjjPlayer = bjjPlayer; _subStates = subStates; _input = bjjPlayer.InputBinding; }
public BjjMovementManager(BjjPlayer player) : base(player) { }