public Halja_ChainOfDestiny(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity data, Halja halja, Vector3 playerposition) : base(entity, stateMachine, animationName)
 {
     _halja          = halja;
     _entityData     = data;
     _playerPosition = playerposition;
     _lineDrawSpeed  = 2f;
     _dist           = _halja.getChainOfDestinyMaxDistance();
 }
Ejemplo n.º 2
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 public void setHalja(Halja halja)
 {
     _halja = halja;
 }
 public Halja_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData)
 {
     _halja        = halja;
     usableMoveSet = new List <State>();
 }
 public Halja_Punishment(Entity entity, FiniteStateMachine stateMachine, string animationName, Halja halja) : base(entity, stateMachine, animationName)
 {
     _halja = halja;
 }
 public Halja_WhipLashes(Entity entity, FiniteStateMachine stateMachine, string animationName, Halja halja) : base(entity, stateMachine, animationName)
 {
     _halja = halja;
 }
Ejemplo n.º 6
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 public Halja_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData)
 {
     _halja = halja;
 }
 public Halja_IdleState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_IdleState idleData, Halja halja) : base(entity, stateMachine, animationName, idleData)
 {
     _halja = halja;
 }
 public Halja_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Halja halja) : base(entity, stateMachine, animationName, entityData, effect, type)
 {
     _halja = halja;
 }
 public Halja_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja, Vector3 playerPosition) : base(entity, stateMachine, animationName)
 {
     _halja          = halja;
     _entityData     = entityData;
     _playerPosition = playerPosition;
 }