public Module_Crouch(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { //Unifinished script collider = motor.GetComponent <BoxCollider2D>(); originalOffset = collider.offset; originalSize = collider.size; }
public MotorState_Hurt(Player2DMotor motor, Player2DFeedbacks feedbacks) : base(motor, feedbacks) { modules = new List <ModuleBase>() { new Module_Gravity(motor, feedbacks), new Module_HurtKnockBack(motor, feedbacks), }; }
public MotorStateBase(Player2DMotor motor, Player2DFeedbacks feedback) { this.motor = motor; this.feedback = feedback; motorStatus = motor.status; raycaster = motor.raycaster; settings = GameSettings.instance; }
public MotorState_WallClimb(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { wallClimb = new Module_WallClimb(motor, this.feedback); modules = new List <ModuleBase>() { new Module_Gravity(motor, feedback), wallClimb }; }
public MotorState_Aerial(Player2DMotor motor, Player2DFeedbacks feedbacks) : base(motor, feedbacks) { modules = new List <ModuleBase>() { new Module_Gravity(motor, feedbacks), new Module_MoveInAir(motor, feedbacks), new Module_StandardJump(motor, feedbacks), }; }
public MotorState_MoveOnGround(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { modules = new List <ModuleBase>() { new Module_Gravity(motor, feedback), new Module_MoveOnGround(motor, feedback), new Module_StandardJump(motor, feedback), }; }
void Awake() { //Reference rb = GetComponent <Rigidbody2D>(); raycaster = GetComponent <MotorRaycaster>(); Feedbacks = GetComponentInChildren <Player2DFeedbacks>(); //Initialize various variables status = new MotorStatus(); stateClassLookup = new Dictionary <MotorStates, MotorStateBase> //Store all the FSM classes using their common base class { { MotorStates.OnGround, new MotorState_MoveOnGround(this, Feedbacks) }, { MotorStates.Aerial, new MotorState_Aerial(this, Feedbacks) }, { MotorStates.WallClimb, new MotorState_WallClimb(this, Feedbacks) }, { MotorStates.Hurt, new MotorState_Hurt(this, Feedbacks) }, }; currentStateType = MotorStates.OnGround; currentStateClass = stateClassLookup[currentStateType]; }
public Module_WallClimb(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }
public Module_HurtKnockBack(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }
public Module_Gravity(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }
public Module_StandardJump(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }
public void Awake() { motor = GetComponent <Player2DMotor>(); feedbacks = GetComponentInChildren <Player2DFeedbacks>(); }
public Module_MoveInAir(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }
public Module_MoveOnGround(Player2DMotor motor, Player2DFeedbacks feedback) : base(motor, feedback) { }