public override void Move(MovementKM movement) { movement.MoveX(_moveSpeed * movement.FacingDirection, true); Vector3 newPosition = transform.right * _moveSpeed * Time.deltaTime; transform.position += newPosition; }
public FlyerReturningState(FlyerFSM stateMachine, Flyer flyer) { _stateMachine = stateMachine; _flyer = flyer; _movement = flyer.Movement; }
public PlayerWallAttackState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _movement = player.Movement; _weaponSystem = player.WeaponSystem; }
public PlayerLedgeClimbState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _movement = player.Movement; _data = player.Data; _sfx = player.SFX; }
public FlyerChasingState(FlyerFSM stateMachine, Flyer flyer) { _stateMachine = stateMachine; _flyer = flyer; _playerInRange = flyer.PlayerDetector.PlayerInRange; _movement = flyer.Movement; }
private void OnTriggerExit2D(Collider2D collision) { MovementKM movement = collision.gameObject.GetComponent <MovementKM>(); if (movement != null) { _passengers.Remove(movement); } }
public Patroller_SearchState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; }
private void OnCollisionEnter2D(Collision2D collision) { _otherOverlappedMover = collision.rigidbody.GetComponent <MovementKM>(); if (_otherOverlappedMover != null) { _otherOverlappedMover.MoveOutOfCollider(collision.otherCollider); } }
public Patroller_HitState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _receiveHit = patroller.ReceiveHit; }
public PlayerMoveState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _movement = player.Movement; _data = player.Data; _input = player.Input; _animator = player.PlayerAnimator; }
public override void TriggerEntered(Collider2D otherCollider) { MovementKM movement = otherCollider.GetComponent <MovementKM>(); if (movement != null) { _passengers.Add(movement); } }
public override void TriggerEntered(Collider2D otherCollider) { // if it's the player, do player specific things MovementKM movement = otherCollider.gameObject.GetComponent <MovementKM>(); if (movement != null) { movement.Push(transform.up, _bounceAmount, _bounceDuration); } }
public CrawlerMoveState(CrawlerFSM stateMachine, Crawler crawler) { _stateMachine = stateMachine; _crawler = crawler; _kinematicObject = crawler.Movement; _wallDetector = crawler.EnvironmentDetector.WallDetector; _groundDetector = crawler.EnvironmentDetector.GroundDetector; _groundInFrontDetector = crawler.EnvironmentDetector.GroundInFrontDetector; }
public PlayerBounceAttackState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _weaponSystem = player.WeaponSystem; _input = player.Input; }
public Patroller_AttackState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _hitVolume = patroller.HitVolume; _detectedGraphic = patroller.DetectedGraphic; }
public PlayerWallGrab(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _input = player.Input; _data = player.Data; _sfx = player.SFX; }
public PlayerWallClimbState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _movement = player.Movement; _data = player.Data; _input = player.Input; _aboveWallDetector = player.EnvironmentDetector.AboveWallDetector; _wallDetector = player.EnvironmentDetector.WallDetector; }
public PlayerCrouchState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _movement = player.Movement; _input = player.Input; _data = player.Data; _playerAnimator = player.PlayerAnimator; _ceilingDetector = player.EnvironmentDetector.CeilingDetector; }
public PlayerWallSlideState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _input = player.Input; _jumpDust = player.Visuals.JumpDust; }
protected override void TriggerExited(Collider2D otherCollider) { base.TriggerExited(otherCollider); MovementKM movement = otherCollider.GetComponent <MovementKM>(); if (movement != null) { _passengers.Remove(movement); } }
public PlayerWallSuperState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _data = player.Data; _movement = player.Movement; _input = player.Input; _groundDetector = player.EnvironmentDetector.GroundDetector; _wallDetector = player.EnvironmentDetector.WallDetector; _dashSystem = player.DashSystem; }
public Patroller_MoveState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _wallDetector = patroller.EnvironmentDetector.WallDetector; _groundDetector = patroller.EnvironmentDetector.GroundDetector; _groundInFrontDetector = patroller.EnvironmentDetector.GroundInFrontDetector; }
public PlayerGroundAttackState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _input = player.Input; _weaponSystem = player.WeaponSystem; _dashSystem = player.DashSystem; _weaponData = player.WeaponSystem.EquippedWeapon; _groundDetector = player.EnvironmentDetector.GroundDetector; }
public PlayerJumpState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _input = player.Input; _data = player.Data; _groundDetector = player.EnvironmentDetector.GroundDetector; _dashSystem = player.DashSystem; _sfx = player.SFX; _jumpDust = player.Visuals.JumpDust; }
public PlayerFallingState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _movement = player.Movement; _data = player.Data; _input = player.Input; _groundDetector = player.EnvironmentDetector.GroundDetector; _wallDetector = player.EnvironmentDetector.WallDetector; _aboveWallDetector = player.EnvironmentDetector.AboveWallDetector; _dashSystem = player.DashSystem; }
public override void TriggerEntered(Collider2D otherCollider) { MovementKM movement = otherCollider.GetComponent <MovementKM>(); if (movement != null) { if (_exitParticles != null) { ParticleSystem exitParticles = Instantiate (_exitParticles, _exitTransform.position, Quaternion.identity); exitParticles.Play(); } movement.MovePositionInstant(_exitTransform.position); } }
private void OnCollisionExit2D(Collision2D collision) { _otherOverlappedMover = null; }
public abstract void Move(MovementKM movement);