Switched from UnityEvent to System.Action
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serializedVersion: 2
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serializedVersion: 2
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@ -1,5 +1,5 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement.ColliderTrigger
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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{
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@ -7,6 +7,6 @@ namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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{
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LayerMask ColliderMask { get; set; }
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LayerMask ColliderMask { get; set; }
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bool IsTrigerred { get; }
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bool IsTrigerred { get; }
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UnityEvent<bool> OnTriggered { get; }
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Action<bool> OnTriggered { get; set; }
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}
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}
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}
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}
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: 8ab2264f0e385af4d8decc8750297a9e
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guid: e199ccade2250b646abfd859e4aa1e7a
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@ -1,5 +1,5 @@
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement.ColliderTrigger
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namespace Syntriax.Modules.Movement.ColliderTrigger
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{
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{
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@ -11,7 +11,7 @@ namespace Syntriax.Modules.Movement.ColliderTrigger
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public LayerMask ColliderMask { get => colliderMask; set => colliderMask = value; }
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public LayerMask ColliderMask { get => colliderMask; set => colliderMask = value; }
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public UnityEvent<bool> OnTriggered { get; protected set; } = null;
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public Action<bool> OnTriggered { get; set; } = null;
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public bool IsTrigerred
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public bool IsTrigerred
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{
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{
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get => _isTrigerred;
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get => _isTrigerred;
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@ -26,9 +26,6 @@ namespace Syntriax.Modules.Movement.ColliderTrigger
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}
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}
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}
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}
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protected void Awake()
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=> OnTriggered = new UnityEvent<bool>();
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protected void FixedUpdate()
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protected void FixedUpdate()
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=> IsTrigerred = Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, results, ColliderMask) > 0;
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=> IsTrigerred = Physics2D.OverlapBoxNonAlloc(transform.position, transform.localScale, 0, results, ColliderMask) > 0;
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fileFormatVersion: 2
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fileFormatVersion: 2
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guid: cbd3633509c80ca49b6ae013c990bdbe
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MonoImporter:
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externalObjects: {}
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externalObjects: {}
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serializedVersion: 2
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serializedVersion: 2
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@ -1,4 +1,4 @@
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using UnityEngine.Events;
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using System;
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namespace Syntriax.Modules.Movement
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namespace Syntriax.Modules.Movement
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{
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{
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@ -9,7 +9,7 @@ namespace Syntriax.Modules.Movement
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bool CanTakeOver { get; }
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bool CanTakeOver { get; }
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UnityEvent<bool> OnTakeOverStateChanged { get; }
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Action<bool> OnTakeOverStateChanged { get; set; }
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void Move(float x = 0f, float y = 0f, float z = 0f);
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void Move(float x = 0f, float y = 0f, float z = 0f);
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void ApplyMovement();
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void ApplyMovement();
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@ -1,5 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement
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namespace Syntriax.Modules.Movement
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{
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{
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@ -8,8 +8,8 @@ namespace Syntriax.Modules.Movement
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IMovement ActiveMovement { get; }
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IMovement ActiveMovement { get; }
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List<IMovement> Movements { get; }
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List<IMovement> Movements { get; }
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UnityEvent<IMovement> OnMovementDeactivated { get; }
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Action<IMovement> OnMovementDeactivated { get; set; }
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UnityEvent<IMovement> OnMovementActivated { get; }
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Action<IMovement> OnMovementActivated { get; set; }
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void RecacheMovements();
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void RecacheMovements();
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}
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}
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@ -12,7 +12,7 @@ namespace Syntriax.Modules.Movement.Implementations.TwoDimensional
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{
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{
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base.Start();
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base.Start();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger.OnTriggered.AddListener(OnGroundTrigger);
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groundTrigger.OnTriggered += OnGroundTrigger;
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}
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}
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private void OnGroundTrigger(bool isGrounded)
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private void OnGroundTrigger(bool isGrounded)
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{
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{
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base.Start();
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base.Start();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger.OnTriggered.AddListener(OnGroundTrigger);
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groundTrigger.OnTriggered += OnGroundTrigger;
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}
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}
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private void OnGroundTrigger(bool isGrounded)
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private void OnGroundTrigger(bool isGrounded)
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{
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{
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base.Start();
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base.Start();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger = GetComponentInChildren<IGroundTrigger>();
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groundTrigger.OnTriggered.AddListener(OnGroundTrigger);
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groundTrigger.OnTriggered += OnGroundTrigger;
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}
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}
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private void OnGroundTrigger(bool isGrounded)
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private void OnGroundTrigger(bool isGrounded)
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using System;
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using Syntriax.Modules.Movement.State;
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using Syntriax.Modules.Movement.State;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement.Implementations.TwoDimensional
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namespace Syntriax.Modules.Movement.Implementations.TwoDimensional
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{
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{
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public float BaseSpeed { get; set; } = 1f;
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public float BaseSpeed { get; set; } = 1f;
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public float MovementMultiplier { get; set; } = 1f;
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public float MovementMultiplier { get; set; } = 1f;
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public UnityEvent<bool> OnTakeOverStateChanged { get; protected set; } = null;
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public Action<bool> OnTakeOverStateChanged { get; set; } = null;
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public bool CanTakeOver
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public bool CanTakeOver
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{
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{
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get => _canTakeOver;
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get => _canTakeOver;
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public IToggleState ToggleState { get; protected set; } = null;
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public IToggleState ToggleState { get; protected set; } = null;
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protected virtual void Awake()
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{
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OnTakeOverStateChanged = new UnityEvent<bool>();
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}
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protected virtual void Start()
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protected virtual void Start()
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{
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{
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rigid = GetComponent<Rigidbody2D>();
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rigid = GetComponent<Rigidbody2D>();
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toggleState = GetComponent<ToggleState>();
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toggleState = GetComponent<ToggleState>();
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movementController = GetComponent<IMovementController>();
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movementController = GetComponent<IMovementController>();
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movementController.OnMovementActivated.AddListener(OnActivated);
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movementController.OnMovementActivated += OnActivated;
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movementController.OnMovementDeactivated.AddListener(OnDeactivated);
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movementController.OnMovementDeactivated += OnDeactivated;
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}
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}
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protected abstract void OnDeactivated();
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protected abstract void OnDeactivated();
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Syntriax.Modules.Movement.State;
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using Syntriax.Modules.Movement.State;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement
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namespace Syntriax.Modules.Movement
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{
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{
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public class MovementController : MonoBehaviour, IMovementController
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public class MovementController : MonoBehaviour, IMovementController
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{
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{
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public UnityEvent<IMovement> OnMovementDeactivated { get; protected set; } = null;
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public Action<IMovement> OnMovementDeactivated { get; set; } = null;
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public UnityEvent<IMovement> OnMovementActivated { get; protected set; } = null;
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public Action<IMovement> OnMovementActivated { get; set; } = null;
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private IMovement _activeMovement = null;
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private IMovement _activeMovement = null;
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public IMovement ActiveMovement
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public IMovement ActiveMovement
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protected virtual void Awake()
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protected virtual void Awake()
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{
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{
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OnMovementDeactivated = new UnityEvent<IMovement>();
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OnMovementActivated = new UnityEvent<IMovement>();
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Movements = new List<IMovement>(32);
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Movements = new List<IMovement>(32);
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}
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}
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public virtual void RecacheMovements()
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public virtual void RecacheMovements()
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{
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{
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foreach (IMovement movement in Movements)
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foreach (IMovement movement in Movements)
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movement.OnTakeOverStateChanged.RemoveListener(OnTakeOverListener);
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movement.OnTakeOverStateChanged -= OnTakeOverListener;
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Movements.Clear();
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Movements.Clear();
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GetComponents<IMovement>(Movements);
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GetComponents<IMovement>(Movements);
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UpdateActiveMovement();
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UpdateActiveMovement();
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foreach (IMovement movement in Movements)
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foreach (IMovement movement in Movements)
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movement.OnTakeOverStateChanged.AddListener(OnTakeOverListener);
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movement.OnTakeOverStateChanged += OnTakeOverListener;
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}
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}
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private void OnTakeOverListener(bool arg0) => UpdateActiveMovement();
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private void OnTakeOverListener(bool arg0) => UpdateActiveMovement();
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using UnityEngine.Events;
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using System;
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namespace Syntriax.Modules.Movement.State
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namespace Syntriax.Modules.Movement.State
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{
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{
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public interface IToggleState
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public interface IToggleState
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{
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{
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bool Toggled { get; set; }
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bool Toggled { get; set; }
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UnityEvent<bool> OnToggleStateChanged { get; }
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Action<bool> OnToggleStateChanged { get; set; }
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}
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}
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}
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}
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using UnityEngine.Events;
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using System;
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namespace Syntriax.Modules.Movement.State
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namespace Syntriax.Modules.Movement.State
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{
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{
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}
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}
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}
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}
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public UnityEvent<bool> OnToggleStateChanged { get; protected set; } = new UnityEvent<bool>();
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public Action<bool> OnToggleStateChanged { get; set; } = null;
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}
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}
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}
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}
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using System;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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namespace Syntriax.Modules.Movement.State
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namespace Syntriax.Modules.Movement.State
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{
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{
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}
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}
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}
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}
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public UnityEvent<bool> OnToggleStateChanged { get; protected set; } = new UnityEvent<bool>();
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public Action<bool> OnToggleStateChanged { get; set; } = null;
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}
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}
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}
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}
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using UnityEngine.Events;
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using System;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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namespace Syntriax.Modules.Movement.VariableMovement
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public interface IVariableMovementController
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public interface IVariableMovementController
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{
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{
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IVariableMovement ActiveVariableMovement { get; }
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IVariableMovement ActiveVariableMovement { get; }
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UnityEvent<IVariableMovement> OnVariableMovementChanged { get; }
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Action<IVariableMovement> OnVariableMovementChanged { get; set; }
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IInputActionCollection InputActionCollection { get; set; }
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IInputActionCollection InputActionCollection { get; set; }
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void LoadVariableMovementCollection(VMCollection collection);
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void LoadVariableMovementCollection(VMCollection collection);
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using UnityEngine.Events;
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using System;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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namespace Syntriax.Modules.Movement.VariableMovement
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public interface IVariableMovementWithState : IVariableMovement
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public interface IVariableMovementWithState : IVariableMovement
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{
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{
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bool Enabled { get; set; }
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bool Enabled { get; set; }
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UnityEvent<bool> OnToggleStateChanged { get; }
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Action<bool> OnToggleStateChanged { get; set; }
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IInputActionCollection InputCollection { set; }
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IInputActionCollection InputCollection { set; }
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}
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}
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}
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}
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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namespace Syntriax.Modules.Movement.VariableMovement
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namespace Syntriax.Modules.Movement.VariableMovement
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{
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{
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public class VariableMovementController : MonoBehaviour, IVariableMovementController
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public class VariableMovementController : MonoBehaviour, IVariableMovementController
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{
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{
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public UnityEvent<IVariableMovement> OnVariableMovementChanged { get; protected set; } = null;
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public Action<IVariableMovement> OnVariableMovementChanged { get; set; } = null;
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private IInputActionCollection _inputActionCollection = null;
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private IInputActionCollection _inputActionCollection = null;
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public IInputActionCollection InputActionCollection
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public IInputActionCollection InputActionCollection
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{
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{
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protected virtual void Awake()
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protected virtual void Awake()
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{
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{
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OnVariableMovementChanged = new UnityEvent<IVariableMovement>();
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defaultVariableMovement = new VariableMovement();
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defaultVariableMovement = new VariableMovement();
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variableMovementsWithState = new List<IVariableMovementWithState>(16);
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variableMovementsWithState = new List<IVariableMovementWithState>(16);
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}
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}
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protected virtual void Start()
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protected virtual void Start()
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{
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{
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movementController = GetComponent<IMovementController>();
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movementController = GetComponent<IMovementController>();
|
||||||
movementController.OnMovementActivated.AddListener(SetMultiplierToActiveMovement);
|
movementController.OnMovementActivated += SetMultiplierToActiveMovement;
|
||||||
movementController.OnMovementDeactivated.AddListener(ResetMultiplierToDefault);
|
movementController.OnMovementDeactivated += ResetMultiplierToDefault;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ResetMultiplierToDefault(IMovement currentMovement)
|
private void ResetMultiplierToDefault(IMovement currentMovement)
|
||||||
|
@ -91,13 +89,13 @@ namespace Syntriax.Modules.Movement.VariableMovement
|
||||||
protected virtual void SubscribeToMovements()
|
protected virtual void SubscribeToMovements()
|
||||||
{
|
{
|
||||||
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
|
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
|
||||||
variableMovementWithState.OnToggleStateChanged.AddListener(VariableMovementStateListener);
|
variableMovementWithState.OnToggleStateChanged += VariableMovementStateListener;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void UnsubscribeFromMovements()
|
protected virtual void UnsubscribeFromMovements()
|
||||||
{
|
{
|
||||||
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
|
foreach (IVariableMovementWithState variableMovementWithState in variableMovementsWithState)
|
||||||
variableMovementWithState.OnToggleStateChanged.RemoveListener(VariableMovementStateListener);
|
variableMovementWithState.OnToggleStateChanged -= VariableMovementStateListener;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void VariableMovementStateListener(bool arg0) => UpdateActiveVariableMovement();
|
private void VariableMovementStateListener(bool arg0) => UpdateActiveVariableMovement();
|
||||||
|
|
|
@ -1,11 +1,11 @@
|
||||||
using UnityEngine.Events;
|
using System;
|
||||||
using UnityEngine.InputSystem;
|
using UnityEngine.InputSystem;
|
||||||
|
|
||||||
namespace Syntriax.Modules.Movement.VariableMovement
|
namespace Syntriax.Modules.Movement.VariableMovement
|
||||||
{
|
{
|
||||||
public class VariableMovementWithState : IVariableMovementWithState
|
public class VariableMovementWithState : IVariableMovementWithState
|
||||||
{
|
{
|
||||||
public UnityEvent<bool> OnToggleStateChanged { get; protected set; } = null;
|
public Action<bool> OnToggleStateChanged { get; set; } = null;
|
||||||
private bool _enabled = false;
|
private bool _enabled = false;
|
||||||
public bool Enabled
|
public bool Enabled
|
||||||
{
|
{
|
||||||
|
@ -52,7 +52,6 @@ namespace Syntriax.Modules.Movement.VariableMovement
|
||||||
public VariableMovementWithState(VMAsset asset, IInputActionCollection inputCollection)
|
public VariableMovementWithState(VMAsset asset, IInputActionCollection inputCollection)
|
||||||
{
|
{
|
||||||
InputCollection = inputCollection;
|
InputCollection = inputCollection;
|
||||||
OnToggleStateChanged = new UnityEvent<bool>();
|
|
||||||
Asset = asset;
|
Asset = asset;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue