public OnPlayerState(OrbController orbController, float idleLerpPlayerFollowValue, float idleFloatingMoveVelocity, float idleFloatingMoveDistance) { _orbController = orbController; _transform = orbController.transform; _orbIdlePositionTransform = orbController.orbIdlePositionTransform; _idleLerpPlayerFollowValue = idleLerpPlayerFollowValue; _idleFloatingMoveVelocity = idleFloatingMoveVelocity; _idleFloatingMoveDistance = idleFloatingMoveDistance; }
public ReturningState(OrbController orbController, float radiusToGoIdle, float attractionForce) { _orbController = orbController; _transform = orbController.transform; _orbIdlePositionTransform = orbController.orbIdlePositionTransform; _rigidbody = orbController.Rigidbody; _radiusToGoIdle = radiusToGoIdle; _attractionForce = attractionForce; }
public DirectionalAttackState(OrbController orbController, float directionalAttackDecelerationFactor, float directionalAttackMinVelocityToChangeState, float directionalAttackInitialForce, float directionalAttackFirstBounceVelocityBoost) { _orbController = orbController; _transform = orbController.transform; _rigidbody = orbController.Rigidbody; _physicsCollider = orbController.PhysicsCollider; _directionalAttackDecelerationFactor = directionalAttackDecelerationFactor; _directionalAttackMinVelocityToChangeState = directionalAttackMinVelocityToChangeState; _directionalAttackInitialForce = directionalAttackInitialForce; _directionalAttackFirstBounceVelocityBoost = directionalAttackFirstBounceVelocityBoost; }
private void Awake() { _orbController = GetComponentInParent <OrbController>(); }