using System; using UnityEngine; public class PlayerActionController : BaseBehaviour { private void Awake() { this._playerAbilities = base.GetComponent(); this._playerAction = base.GetComponent(); this._stateMachine = base.GetComponent(); } public void ChangeState(PlayerAction.StateEnum nextState) { this._stateMachine.SetState(nextState); } public void TurnRound(int dir) { this._playerAction.TurnRound(dir); } public void StartMove() { this._move = true; } public void StopMove() { this._move = false; } public void Jump() { this._playerAbilities.jump.Jump(); } public void Flash() { this._playerAbilities.flash.FlashOnce(); } private void Update() { if (this.openPos) { base.transform.position = this.position; } if (this._move) { this._playerAbilities.move.Move(R.Player.Attribute.faceDir); } } private PlayerAction _playerAction; private PlayerAbilities _playerAbilities; private StateMachine _stateMachine; public Vector3 position; public bool openPos; private bool _move; }