public PhysicsGrounded(PlayerPhysics playerPhysics, Transform playerTransform, LayerMask groundLayer, Vector3 groundCheckSize)
 {
     _ProxyFall       = null;
     _PlayerTransform = playerTransform;
     _PhysicsPlayer   = playerPhysics;
     _ColliderHits    = new Collider[] { };
     _GroundLayer     = groundLayer;
     _GroundCheckSize = groundCheckSize;
     _IsGrounded      = true;
 }
예제 #2
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 public Input_LookEvent(IStateProxyOnOff lookProxy)
 {
     _ObserverController = new Input_AnalogObservable();
     _ProxyLook          = lookProxy;
 }
예제 #3
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 public Input_WalkeEvent(IStateProxyOnOff walkProxy)
 {
     _ObserverController = new Input_AnalogObservable();
     _ProxyWalk          = walkProxy;
 }
 public void SetFallProxy(IStateProxyOnOff proxy)
 {
     _ProxyFall = proxy;
 }