/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { MovementSettings settings = GetComponent <MovementSettings>(); rightDiveHop = settings.DiveHop; leftDiveHop = new Vector2(-rightDiveHop.x, rightDiveHop.y); }
/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { base.OnStateAdded(); MovementSettings settings = GetComponent <MovementSettings>(); rollOnLand = settings.RollOnLand; maxFallSpeed = settings.MaxFallSpeed; }
/// <summary> /// Fires whenever the state is entered into, after the previous state exits. /// </summary> public override void OnStateEnter() { player.AllowWallJumpInterruption(); MovementSettings settings = GetComponent <MovementSettings>(); physics.Vy = settings.DoubleJumpForce; player.DisablePlatformMomentum(); }
/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { base.OnStateAdded(); MovementSettings settings = GetComponent <MovementSettings>(); groundJumpBuffer = settings.GroundJumpBuffer; wallJumpBuffer = settings.WallJumpBuffer; }
/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { base.OnStateAdded(); MovementSettings settings = GetComponent <MovementSettings>(); wallRunSpeed = settings.WallRunSpeed; wallRunBoost = settings.WallRunBoost; ascensionTime = settings.WallRunAscensionTime; wallRunBuffer = settings.WallRunVertBuffer; }
/// <summary> /// Pre-hook called by the Player Character when a player state is first added to the player. /// </summary> public override void OnStateAddedGeneral() { player = GetComponent <PlayerCharacter>(); physics = player.Physics; if (player.MovementSettings != null) { settings = player.MovementSettings; } else { settings = GetComponent <MovementSettings>(); } if (player.PowersSettings != null) { powersSettings = player.PowersSettings; } else { powersSettings = GetComponent <PowersSettings>(); } }
/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { base.OnStateAdded(); MovementSettings settings = GetComponent <MovementSettings>(); }
/// <summary> /// Fires when the state exits, before the next state is entered into. /// </summary> public override void OnStateExit() { MovementSettings settings = GetComponent <MovementSettings>(); physics.Vy = settings.SingleJumpForce; }
/// <summary> /// Injection point for state dependencies. /// </summary> public void Inject(IPlayer player, IPhysics physics, MovementSettings settings) { this.player = player; this.physics = physics; this.settings = settings; }
/// <summary> /// First time initialization for the state. A reference to the player and the player's rigidbody will already have been added by this point. /// </summary> public override void OnStateAdded() { MovementSettings settings = GetComponent <MovementSettings>(); crawlSpeed = settings.CrawlSpeed; }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- private void Awake() { settings = GetComponent <MovementSettings>(); player = GetComponent <PlayerCharacter>(); }