public PlayerLedgeClimbState(PlayerFSM stateMachine, Player player) { _stateMachine = stateMachine; _movement = player.Movement; _data = player.Data; _sfx = player.SFX; }
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 PlayerLandState(PlayerFSM stateMachine, Player player) : base(stateMachine, player) { _stateMachine = stateMachine; _player = player; _animator = player.PlayerAnimator; _input = player.Input; _data = player.Data; _sfx = player.SFX; _dashSystem = player.DashSystem; _jumpDust = player.Visuals.JumpDust; }
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; }