public CharacterBehaviorContext([Inject(Id = "id")] string characterId, [Inject(Id = "stats")] CharacterStats stats,
                                 [Inject(Id = "playerId")] int playerId, Transform transform, IOwnershipService ownershipService,
                                 CharacterAnimatorController animatorController, CharacterLocomotionHandler locomotionHandler)
 {
     CharacterId        = characterId;
     Stats              = stats;
     PlayerId           = playerId;
     Transform          = transform;
     OwnershipService   = ownershipService;
     AnimatorController = animatorController;
     LocomotionHandler  = locomotionHandler;
 }
Пример #2
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 public CharacterSecondaryMovementStateMachineContext(InputManager inputManager, GameObject go, IState startState,
                                                      [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug,
                                                      CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController,
                                                      None none, Jump jump, Fall fall, Land land, Fly fly) : base(go, startState, debug)
 {
     InputManager       = inputManager;
     CharacterId        = characterId;
     PlayerId           = playerId;
     Stats              = stats;
     LocomotionHandler  = locomotionHandler;
     AnimatorController = animatorController;
     RelatedStates      = new States(none, jump, fall, land, fly);
 }
Пример #3
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 public CharacterMainStateMachineContext(InputManager inputManager, GameObject go, IState startState,
                                         [Inject(Id = "id")] string characterId, [Inject(Id = "playerId")] int playerId, [Inject(Id = "stats")] CharacterStats stats, [Inject(Id = "debug")] bool debug,
                                         CharacterLocomotionHandler locomotionHandler, CharacterAnimatorController animatorController,
                                         Idle idle, Walk walk, Die die) : base(go, startState, debug)
 {
     InputManager       = inputManager;
     CharacterId        = characterId;
     PlayerId           = playerId;
     Stats              = stats;
     LocomotionHandler  = locomotionHandler;
     AnimatorController = animatorController;
     RelatedStates      = new States(idle, walk, die);
 }