public GoblinArcher_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData,
                                        GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     this.goblinArcher = goblinArcher;
 }
 public GoblinArcher_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, GoblinArcher goblinArcher)
     : base(finiteStateMachine, enemy, animationBoolName, stateData)
 {
     _goblinArcher = goblinArcher;
 }
 public GoblinArcher_PlayerDetectedState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_PlayerDetectedState stateData,
                                         GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _goblinArcher = goblinArcher;
 }
 public GoblinArcher_MeleeAttackState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, Transform attackPosition,
                                      D_MeleeAttackState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, attackPosition, stateData)
 {
     _goblinArcher = goblinArcher;
 }