public BaseState(Transform self, FiringActivator trigger, ISwitcherState switcher, Joystick input) { SelfTransform = self; Trigger = trigger; Switcher = switcher; Input = input; AnimationController = self.GetComponentInChildren <Animator>(); }
public PlayerMover(Transform self, FiringActivator trigger, ISwitcherState switcher, Joystick input, float maxSpeed) : base(self, trigger, switcher, input) { _mover = new Mover(self, maxSpeed); _rotator = new Rotator(input.GetComponentInParent <Canvas>(), 5f, self); }
public PlayerShooter(ISwitcherState switcher, )
public PlayerTurn(ISwitcherState switcher, Input input, AnimatorController animator) : base(switcher, animator, input) { _orientation = LookDirection.Forward; _turnTime = new Timer(animator.GetClip("LTurn").length); }
public PlayerShooter(ISwitcherState switcher, Input input, AnimatorController animator, Weapon gun, ShootingHepler helper) : base(switcher, animator, input) { _gun = (ProjectileWeapon)gun; _hepler = helper; }
public PlayerMover(ISwitcherState switcher, Input input, AnimatorController animator, Transform self, int stepBetweenLines) : base(switcher, animator, input) { _stepBetweenLines = stepBetweenLines; _self = self; }
public PlayerIdle(ISwitcherState switcher, Input input, AnimatorController animator) : base(switcher, animator, input) { }
public PlayerIdle(Transform self, FiringActivator trigger, ISwitcherState switcher, Joystick input) : base(self, trigger, switcher, input) { _rotator = new Rotator(input.GetComponentInParent <Canvas>(), 2f, self); }
public PlayerBaseState(ISwitcherState switcher, AnimatorController animatorController, Input input) { Switcher = switcher; AnimatorController = animatorController; Input = input; }