Ejemplo n.º 1
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 public DodgeState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData) : base(etity, stateMachine, animBoolName)
 {
     this.stateData = stateData;
 }
Ejemplo n.º 2
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 public ESoulWarrior_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
Ejemplo n.º 3
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 public E2_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enemy2 enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Ejemplo n.º 4
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 public Dodge_State(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DodgeState _stateData) : base(_entity, _stateMachine, _animBoolName)
 {
     stateData = _stateData;
 }
Ejemplo n.º 5
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 public GoblinArcher_DodgeState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_DodgeState stateData, GoblinArcher goblinArcher)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _goblinArcher = goblinArcher;
 }
Ejemplo n.º 6
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 public DodgeState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_DodgeState stateData)
     : base(finiteStateMachine, entity, animationBoolName)
 {
     this.stateData = stateData;
 }
Ejemplo n.º 7
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 public DodgeState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DodgeState stateData)
     : base(finiteStateMachine, enemy, animationBoolName)
 {
     StateData = stateData;
     _dodgeOppositeDirection = false;
 }
Ejemplo n.º 8
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 public Slime_DodgeState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Slime enemy) : base(entity1, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
 public EHuskSentry_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enermy_HuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
Ejemplo n.º 10
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 public Archer_DodgeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DodgeState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     archer = _archer;
 }
Ejemplo n.º 11
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 public Archer_DodgeState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Ejemplo n.º 12
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 public BFailedChampion_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }