public FieldMovementController(MotionEngine motionEngine, DisplayController displayController, StatusEventDispatcher statusEventDispatcher) { _motionEngine = motionEngine; _displayController = displayController; _statusEventDispatcher = statusEventDispatcher; _isActive = false; _movementFrozen = false; _isMoving = false; _autoActionBlocking = false; _movementBlockDuration = 0.0f; }
public AutoActionController(MotionEngine motionEngine, DisplayController displayController, StatusEventDispatcher statusEventDispatcher) { _motionEngine = motionEngine; _displayController = displayController; _statusEventDispatcher = statusEventDispatcher; _actionInProgress = false; _actionEffectHasFired = false; _autoActionDisabled = false; _actionTarget = null; _actionLocation = Vector3.zero; _cooldownRemaining = 0.0f; _actionBlockDuration = 0.0f; }
public PlayerCharacterController() : base() { _isActive = false; _blockAction = false; _statusEventDispatcher = new StatusEventDispatcher(); _motionEngine = new MotionEngine(); _displayController = new DisplayController(); _healthManager = new HealthManager(_statusEventDispatcher, _displayController); _selectionHandler = new SelectionHandler(_statusEventDispatcher); _fieldMovementController = new FieldMovementController(_motionEngine, _displayController, _statusEventDispatcher); _autoActionController = new AutoActionController(_motionEngine, _displayController, _statusEventDispatcher); _stageMotionEngine = new StageMotionEngine(_displayController); }
public HealthManager(StatusEventDispatcher statusEventDispatcher, DisplayController displayController) { _statusEventDispatcher = statusEventDispatcher; _displayController = displayController; }
public SelectionHandler(StatusEventDispatcher statusEventDispatcher) { _statusEventDispatcher = statusEventDispatcher; _currentActiveCharacter = null; }