public ZombieContextUpdater(TargetChaser chaser, ITargetLocator targetLocator, IPositionDetector positionDetector) { _chaser = chaser; _targetLocator = targetLocator; _positionDetector = positionDetector; }
// Use this for initialization void Start() { initialPosition = new Vector3( transform.position.x, transform.position.y, transform.position.z); initialRotation = new Quaternion( transform.rotation.x, transform.rotation.y, transform.rotation.z, transform.rotation.w); chaser = GetComponent <TargetChaser> (); chaser.enabled = false; xInput = GameObject.FindWithTag("Xbox Input").GetComponent <XboxInput> (); }
public FSMZombieBrain(ITimeProvider timeProvider, ITargetLocator targetLocator, StateMachineFactory stateMachineFactory, TargetChaser targetChaser, IAttacker attacker, TimeSpan attackInterval, IDoor[] doors, IMover mover, IPositionDetector positionDetector) { _timeProvider = timeProvider; _targetLocator = targetLocator; _stateMachineFactory = stateMachineFactory; _targetChaser = targetChaser; _attacker = attacker; _attackInterval = attackInterval; _doors = doors; _mover = mover; _positionDetector = positionDetector; }
public FollowingState(TargetChaser targetChaser) { _targetChaser = targetChaser; }