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PlayerStateMachinr

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Oct 25th, 2022
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C# 1.40 KB | None | 0 0
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using CombatSystem.Input;
  5. using CombatSystem.Data;
  6. using UnityEngine.Events;
  7. using UnityEngine.Timeline;
  8. using UnityEngine.Playables;
  9.  
  10. namespace CombatSystem.StateMachines
  11. {
  12.     [RequireComponent(typeof(InputReader), typeof(Animator), typeof(CharacterController))]
  13.     public class PlayerStateMachine : BaseStateMachine
  14.     {
  15.         public Animator PlayerAnimator { get; private set; }
  16.         public CharacterController PlayerCharacterController { get; private set; }
  17.         public InputReader PlayerInputReader { get; private set; }
  18.  
  19.         [field: SerializeField]
  20.         public PlayerData PlayerData { get; private set; }
  21.         public PlayerAnimationData PlayerAnimationValues { get; private set; }
  22.         public Transform MainCameraTransform { get; private set; }
  23.  
  24.         public IInventorySystem PlayerInventorySystem;
  25.  
  26.         private void Awake()
  27.         {
  28.             PlayerInventorySystem = GetComponent<IInventorySystem>();
  29.             PlayerAnimator = GetComponent<Animator>();
  30.             PlayerCharacterController = GetComponent<CharacterController>();    
  31.             PlayerInputReader = GetComponent<InputReader>();
  32.  
  33.             MainCameraTransform = Camera.main.transform;
  34.         }
  35.  
  36.         private void Start()
  37.         {
  38.             SwitchState(new PlayerMoveState(this));
  39.  
  40.         }
  41.     }
  42. }
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