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- using System;
- using UnityEngine;
- public class PlayerActionController : BaseBehaviour
- {
- private void Awake()
- {
- this._playerAbilities = base.GetComponent<PlayerAbilities>();
- this._playerAction = base.GetComponent<PlayerAction>();
- this._stateMachine = base.GetComponent<StateMachine>();
- }
- 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;
- }
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