public PlayerStateIdle_Update(PlayerFSM fsm, PlayerModel model, MisticPuzzleInput input, LayerMask blockLayer)
 {
     _fsm        = fsm;
     _input      = input;
     _model      = model;
     _blockLayer = blockLayer;
 }
示例#2
0
 public PlayerStateMove_Enter(PlayerFSM fsm, PlayerModel model, GameCommands.EnemyTurn enemyTurnCommand,
                              float moveTime, IStateEnter decorated)
 {
     _fsm              = fsm;
     _model            = model;
     _enemyTurnCommand = enemyTurnCommand;
     _moveTime         = moveTime;
     _decorated        = decorated;
 }
示例#3
0
        public void Inject(PlayerFSM fsm, PlayerModel model, SceneContext sc, GameCommands.Escape escapeCommand)
        {
            _fsm           = fsm;
            _model         = model;
            _escapeCommand = escapeCommand;

            var zb = GetComponent <ZenjectBinding>();

            Debug.Assert(zb.IsValid());

            zb.SetContext(sc);
        }
示例#4
0
 public PlayerStateBlock_Update(PlayerFSM fsm, float moveTime)
 {
     _fsm      = fsm;
     _moveTime = moveTime;
 }