/// <summary> /// Sets default values for player data that interfaces with the engine, such as the player position /// </summary> void SetDefaultPlayerData() { c_trickPhysicsData = new TrickPhysicsData(Attributes.Tricks, Attributes.MaxStats); c_positionData = new PlayerPositionData(transform.position, transform.forward, transform.rotation); c_scoringData = new ScoringData(); c_inputData = new PlayerInputData(); c_stateData = new StateData(); c_aerialMoveData = new AerialMoveData(); c_entityData = new EntityData(); c_collisionData = new CollisionData(CollisionData.FrontRayOffset, CollisionData.BackRayOffset); c_lastFrameData = new LastFramePositionData(); c_turnData = new PlayerHandlingData(c_playerData.f_turnSpeed, c_playerData.f_turnAcceleration, c_playerData.f_turnSpeedDeceleration, c_playerData.f_turnAcceleration * 2, this.Attributes.Balance); c_playerData.v_currentPosition = transform.position; c_playerData.q_currentRotation = transform.rotation; c_playerData.q_targetRotation = transform.rotation; c_playerData.v_currentAirDirection = transform.forward; c_playerData.v_currentNormal = transform.up; c_playerData.v_currentDown = transform.up * -1; c_playerData.f_currentSpeed = Constants.ZERO_F; c_playerData.f_currentAcceleration = c_playerData.f_acceleration; c_playerData.f_currentTopSpeed = c_playerData.f_topSpeed; c_playerData.f_currentJumpCharge = Constants.ZERO_F; c_playerData.f_currentForwardRaycastDistance = c_playerData.f_forwardRaycastDistance; c_playerData.f_currentRaycastDistance = c_playerData.f_raycastDistance; c_playerData.f_surfaceAngleDifference = 0.0f; c_playerData.b_obstacleInRange = false; c_lastFrameData.v_lastFramePosition = transform.position; c_lastFrameData.q_lastFrameRotation = transform.rotation; c_stateData.b_updateState = true; c_stateData.b_courseFinished = false; }
public AerialState(ref PlayerData playerData, ref CollisionData collisionData, ref AerialMoveData moveData, ref PlayerPositionData positionData) { this.c_playerData = playerData; this.c_aerialMoveData = moveData; this.c_collisionData = collisionData; this.c_positionData = positionData; }
public JumpChargeState(ref PlayerData playerData, ref PlayerPositionData positionData, ref CollisionData collisionData, ref AerialMoveData aerialMoveData, ref IncrementCartridge incr) { this.c_playerData = playerData; this.c_positionData = positionData; this.c_aerialMoveData = aerialMoveData; this.c_collisionData = collisionData; this.cart_increment = incr; }
public GroundedState(ref PlayerData playerData, ref AerialMoveData aerialMoveData, ref CollisionData collisionData, ref PlayerPositionData positionData) { this.c_playerData = playerData; this.c_aerialMoveData = aerialMoveData; this.c_positionData = positionData; this.c_collisionData = collisionData; }
public SpinSnapState(ref AerialMoveData aerialIn, ref PlayerPositionData playerPosIn, ref TrickPhysicsData trickIn, ref ScoringData scoringIn) { this.c_aerialMoveData = aerialIn; this.c_playerPosData = playerPosIn; this.c_physData = trickIn; this.c_scoringData = scoringIn; }
public BoostState(ref PlayerData playerData, ref AerialMoveData aerialMoveData, ref CollisionData collisionData, ref PlayerPositionData positionData, ref PlayerHandlingData turnData) { this.c_playerData = playerData; this.c_aerialMoveData = aerialMoveData; this.c_positionData = positionData; this.c_collisionData = collisionData; this.c_turnData = turnData; }
public CollisionController(ref PlayerData playerData, ref PlayerPositionData positionData, ref CollisionData collisionData, ref CharacterCollisionData collisionAttrs, ref AerialMoveData aerialMoveData, ref BoxCollider playerCollider, LayerMask groundMask, LayerMask zoneMask) { this.c_collisionData = collisionData; this.c_collisionAttrs = collisionAttrs; this.c_playerData = playerData; this.c_positionData = positionData; this.c_aerialMoveData = aerialMoveData; this.i_groundCollisionMask = groundMask; this.i_zoneCollisionMask = zoneMask; this.c_playerCollider = playerCollider; this.a_colliders = new Collider[5]; }