public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; physics = di.physics; flip = di.flip; vulnerability = di.vulnerability; }
public override void Inject(PlayerUnitDI di) { foreach (IPlayerAssemblyComponent component in GetComponents()) { component.Inject(di); } }
public void Inject(PlayerUnitDI di) { physics = di.physics; input = di.mainDi.controller.input; flip = di.flip; ReadStats(di.stats.Data); }
public void Inject(PlayerUnitDI di) { physics = di.physics; stateMachine = di.stateMachine; hp = di.hp; vulnerability = di.vulnerability; }
public void Inject(PlayerUnitDI di, WallSlideRaycaster raycaster) { wallSlideRaycaster = raycaster; physics = di.physics; movement = di.abilities.movement; jump = di.abilities.jump; }
public void Inject(PlayerUnitDI di) { controller = di.controller; action = di.abilities.action; action.OnIsAttackingChange += OnIsAttackingChange; OnIsAttackingChange(false); }
public void Inject(PlayerUnitDI di) { foreach (IPlayerAbility ability in GetAbilities()) { ability.Inject(di); } }
public void Inject(PlayerUnitDI di) { controller = di.controller; merge.Inject(di); guard.Inject(di); stomp.Inject(di); }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; selectUnit = di.abilities.selectUnit; wallSlide = di.abilities.wallSlide; jump = di.abilities.jump; physics = di.physics; }
public void Inject(PlayerUnitDI di) { selectable = di.selectable; foreach (IPlayerUnitState state in GetStates()) { state.Inject(di); } }
public void Inject(PlayerUnitDI di) { physics = di.physics; input = di.mainDi.controller.input; stateMachine = di.stateMachine; jump.Inject(di, wallSlideRaycaster); ReadStats(di.stats.Data); }
public void Inject(PlayerUnitDI di) { PlayerAbilities abilities = di.abilities; movement = abilities.movement; jump = abilities.jump; wallSlide = abilities.wallSlide; physics = di.physics; }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; this.di = di; physics = di.physics; movement = di.abilities.movement; respawnHandler = di.respawnHandler; vulnerability = di.vulnerability; }
public override void Inject(PlayerUnitDI di) { strength = 0; hearts = 0; foreach (SlimeType type in SlimeTypeHelpers.GetEnumerable()) { AddStatsFrom(type); } }
public void Inject(PlayerUnitDI di) { physics = di.physics; stateMachine = di.stateMachine; unitHandler = di.mainDi.unitHandler; input = di.mainDi.controller.input; stats = di.stats; hp = di.hp; }
public void Inject(PlayerUnitDI di) { controller = di.controller; stats = di.stats; unitHandler = di.mainDi.unitHandler; hp = di.hp; physics = di.physics; camera = di.camera; }
public void Inject(PlayerUnitDI di) { hp = di.hp; damage = di.damage; PlayerBaseStats stats = di.stats; OnStatsChange(stats); if (stats.OnChange != null) { stats.OnChange += OnStatsChange; } }
public override void Inject(PlayerUnitDI di) { PlayerBaseStats stats = di.stats; foreach (IPlayerAssemblyComponent component in GetComponents()) { component.Inject(di); } stats.OnChange += OnStatsChange; OnStatsChange(stats); }
public override void Inject(PlayerUnitDI di) { animator = di.animator; PlayerBaseStats stats = di.stats; input = di.mainDi.controller.input; di.animationEvents.OnSwordEnded += OnSwordEnded; OnStatsChange(stats); if (stats.OnChange != null) { stats.OnChange += OnStatsChange; } }
public void Inject(PlayerUnitDI di) { controller = di.controller; PlayerBaseStats stats = di.stats; maxHP = stats.Hearts; currentHP = maxHP; OnHpUpdate(HpChange.Update); if (stats.OnChange != null) { stats.OnChange += OnStatsChange; } }
public void Inject(PlayerUnitDI di) { stateMachine = di.stateMachine; PlayerAbilities abilities = di.abilities; selectUnit = abilities.selectUnit; movement = abilities.movement; jump = abilities.jump; wallSlide = abilities.wallSlide; yeet = abilities.yeet; action = abilities.action; physics = di.physics; this.abilities = new IPlayerAbility[] { action, selectUnit, yeet, wallSlide, movement, jump }; }
public void Inject(PlayerUnitDI di) { unitHandler = di.mainDi.unitHandler; input = di.mainDi.controller.input; action = di.abilities.action; }
public abstract void Inject(PlayerUnitDI di);
public void Inject(PlayerUnitDI di) { action = di.abilities.action; flip = di.flip; isShield = di.stats.SlimeType == SlimeType.Shield; }
public void Inject(PlayerUnitDI di) { }
public void Inject(PlayerUnitDI di) { controller = di.controller; }
public void Inject(PlayerUnitDI di) { action = di.abilities.action; unitAnimator = di.animator; action.OnIsGuardingChange += OnIsGuardingChange; }
public override void Inject(PlayerUnitDI di) { unitController = di.controller; stats = di.stats; unitHandler = di.mainDi.unitHandler; }
public override void Inject(PlayerUnitDI di) { }
public override void Inject(PlayerUnitDI di) { action = di.abilities.action; action.OnIsGuardingChange += OnIsGuardingChange; }