/* Variables that each PBaseMovement State has a copy of: */ public PBaseMovement_State(PBaseMovement behaviourIn) { behaviour = behaviourIn; collisionState = behaviour.collisionState; input = behaviour.pInputManager; collisionManager = new PBaseMovement_CollisionManager(this, collisionState); }
void Start() { /* Get Player Object. */ GameObject playerObj = GameObject.Find("Player"); if (playerObj != null) { //player = playerObj.GetComponent<CharacterBase>(); //player = Player.Instance.gameObject.GetComponent<PBaseMovement>(); player = playerObj.GetComponent <PBaseMovement>(); } //player = Player.Instance.gameObject.GetComponent<PBaseMovement>(); focusArea = new FocusArea(player.collider.bounds, focusAreaSize); }
public PBaseMovement_ExampleState(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.Null; //-1 collisionManager = new LocalCollisionManager(this, collisionState); }
public PBaseMovement_SteepSlope(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.SteepSlope; // 5 collisionManager = new LocalCollisionManager(this, collisionState); }
public PScytheMovement_Airborne(PBaseMovement behaviourIn) : base(behaviourIn) { }
public PBaseMovement_Idle(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.Idle; // 0 }
public PBaseMovement_CollisionManager(PBaseMovement_State owner, PCollisionState collisionState) { this.owner = owner; this.collisionState = collisionState; behaviour = owner.behaviour; }
public PBaseMovement_Running(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.Running; // 1 collisionManager = new LocalCollisionManager(this, collisionState); }
public PBaseMovement_Airborne(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.Airborne; // 2 }
/*private class LocalCollisionManager : PBaseMovement_CollisionManager * { * public LocalCollisionManager(PBaseMovement_State owner, PCollisionState collisionState) : base(owner, collisionState) * { * } * }*/ public PScytheMovementAttack_01(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.Attack_01; // 7 //collisionManager = new LocalCollisionManager(this, collisionState); }
public PBaseMovement_OnWall(PBaseMovement behaviourIn) : base(behaviourIn) { stateID = (int)PBaseMovement_States.OnWall; // 4 collisionManager = new LocalCollisionManager(this, collisionState); }