void Awake() { rigidBody = GetComponent <Rigidbody2D>(); defaultGravityScale = rigidBody.gravityScale; movementStateHandler = new PMovementStateHandler(this); }
public AbstractPMovementState(PMovementStateHandler handler) { this.handler = handler; }
public PlayerGroundState(PMovementStateHandler handler) : base(handler) { }
public PlayerWallState(PMovementStateHandler handler, PMovementStateHandler.EWallDirection direction) : base(handler) { this.direction = direction; }
public PlayerFlyingState(PMovementStateHandler handler, bool isInJump) : base(handler) { this.isInJump = isInJump; skipCheckingJumpFirstUpdate = false; }