public PatrolStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T idleStateEnemy, T seekStateEnemy)
    {
        _enemyBoss           = enemyBoss;
        _enemyBossAnimations = enemyBossAnimations;
        _target = target;

        _fsm            = fsm;
        _idleStateEnemy = idleStateEnemy;
        _seekStateEnemy = seekStateEnemy;
    }
    public SeekStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T patrolStateEnemy, T attackStateEnemy)
    {
        _enemyBoss           = enemyBoss;
        _enemyBossAnimations = enemyBossAnimations;
        _target = target;

        _fsm = fsm;
        _patrolStateEnemy = patrolStateEnemy;
        _attackStateEnemy = attackStateEnemy;
    }
    public BlockStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm,
                           T idleStateEnemy, T attackStateEnemy)
    {
        _enemyBoss           = enemyBoss;
        _enemyBossAnimations = enemyBossAnimations;
        _target = target;

        _fsm              = fsm;
        _idleStateEnemy   = idleStateEnemy;
        _attackStateEnemy = attackStateEnemy;
    }
Ejemplo n.º 4
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    public IdleStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T patrolStateEnemy, T hitStateEnemy,
                          T dieStateEnemy)
    {
        _enemyBoss           = enemyBoss;
        _enemyBossAnimations = enemyBossAnimations;
        _target = target;

        _fsm = fsm;
        _patrolStateEnemy = patrolStateEnemy;
        _hitStateEnemy    = hitStateEnemy;
        _dieStateEnemy    = dieStateEnemy;
    }
    //T _blockStateEnemy;

    public HitStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm,
                         T attackStateEnemt, T idleStateEnemy /*, T blockStateEnemy*/)
    {
        _enemyBoss           = enemyBoss;
        _enemyBossAnimations = enemyBossAnimations;
        _target = target;

        _fsm = fsm;
        _attackStateEnemy = attackStateEnemt;
        _idleStateEnemy   = idleStateEnemy;
        //_blockStateEnemy = blockStateEnemy;
    }
Ejemplo n.º 6
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    public AttackStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnim, Player target, FSM <T> fsm, T seekStateEnemy /*, T blockStateEnemy*/,
                            T hitStateEnemy, T dieStateEnemy)
    {
        _enemyBoss     = enemyBoss;
        _enemyBossAnim = enemyBossAnim;
        _target        = target;

        _fsm            = fsm;
        _seekStateEnemy = seekStateEnemy;
        //_blockStateEnemy = blockStateEnemy;
        _hitStateEnemy = hitStateEnemy;
        _dieStateEnemy = dieStateEnemy;
    }
    private void Awake()
    {
        _player    = FindObjectOfType <Player>();
        _rigidbody = GetComponent <Rigidbody>();
        //_enemyBoss = GameObject.FindGameObjectWithTag(CharacterTags.BOSSENEMY_TAG).gameObject;
        _enemyBossAnim = gameObject.GetComponent <EnemyBossAnim>();
        //_player = GetComponent<Player>();

        _bossHealthUI = gameObject.GetComponentInChildren <HealthUI>();

        //sight = gameObject.GetComponent<LineOfSight>();
        //seek = gameObject.GetComponent<Seek>();
        //flee = gameObject.GetComponent<Flee>();
        //obstacleavoidance = gameObject.GetComponent<ObstacleAvoidance>();
    }
 public DieStateEnemy(EnemyBossAnim enemyBossAnimations)
 {
     _enemyBossAnimations = enemyBossAnimations;
 }