/// <summary> /// Do stuff when a player character is clicked /// </summary> /// <param name="player"></param> /// <param name="selectionType"></param> private void Select(PlayerFacade player, SelectionType selectionType) { if (player == null) { return; } switch (selectionType) { case SelectionType.Select: ReplaceSelected(player); break; case SelectionType.ControlSelect: player.Select(); break; default: throw new ArgumentOutOfRangeException(nameof(selectionType), selectionType, null); } }
public InputController(PlayerFacade facade) { _playerFacade = facade; }
public PlayerSkillState(PlayerFacade _player) { this._player = _player; index = (int)_player.anim.GetFloat("skillnum"); }
public PlayerStateWonGame(Settings settings, PlayerFacade player, MenuSettings menuSettings) { _settings = settings; _player = player; _menuSettings = menuSettings; }
public PlayerClimbState(PlayerFacade _player) { this._player = _player; _player.rig.gravityScale = 0; }
public StandaloneInputController(PlayerFacade facade) : base(facade) { }
public PlayerStateAlive(Settings settings, PlayerFacade player) { _settings = settings; _player = player; }
void Awake() { player = GameObject.FindWithTag("Player").GetComponent <PlayerFacade>(); cam = GameObject.FindWithTag("MainCamera").GetComponent <CameraFacade>(); }
public void Construct(PlayerFacade player) { _player = player; }
public PlayerIdleState(PlayerFacade facade) { _player = facade; isClimb = false; }
public PlayerAttackState(PlayerFacade _player) { this._player = _player; _player.anim.SetInteger("Attack", 1); }
public MobileInputController(PlayerFacade facade) : base(facade) { }
public PlayerStateAwaitingSpawn(Settings settings, PlayerFacade player) { _settings = settings; _player = player; }
public PlayerTpState(PlayerFacade _player) { _player.rig.velocity = new Vector2(0, 0); this._player = _player; }