public SpikesVertAttackState(AttackStateMachine attackStateMachine) { state = attackStateMachine; firstUpdate = true; initSpikes = false; firstJumpSF = true; firstSpikesUpdate = true; changeStates = false; switchCounter = MAXTIMETOSWITCH; spikesBeginCounter = MAXTIMEBEFORESPIKES; }
public JumpAttackState(AttackStateMachine attackStateMachine) { state = attackStateMachine; jumpTimeCounter = JUMPTIME; startAttackingTimer = STARTATTACKTIME; startAttacking = false; changeStates = false; firstJumpSF = true; jumpCounter = 0; timer = 0; prevState = "Hor"; }
protected BoomerangAttackState(AttackStateMachine ASM, Boomerang boomerang) : base(ASM) { _boomerang = boomerang; }
public ChargingState(AttackStateMachine ASM, MeleeChargeAttack chargeAttack) : base(ASM, chargeAttack) { }
protected OrbitClearAttackState(AttackStateMachine ASM, OrbitClearAttack orbitClearAttack) : base(ASM) { _orbitClearAttack = orbitClearAttack; }
public WaitingInput(AttackStateMachine ASM, Attack attack) : base(ASM) { _attack = attack; }
protected SummonAttackState(AttackStateMachine ASM, SummonAttack summonAttack) : base(ASM) { _summonAttack = summonAttack; }
public BallThrownState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM, ballCharge) { }
public PushAttackState(AttackStateMachine ASM, PushAttack pushAttack) : base(ASM) { _pushAttack = pushAttack; }
public ChagnedDirectionState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM, directionChange) { }
public AttackOnAirState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM, directionChange) { }
protected DirectionChangeAttackState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM) { _directionChange = directionChange; }
public OrbitAttackThrownState(AttackStateMachine ASM, OrbitAttack orbitAttack) : base(ASM, orbitAttack) { }
public OribtAttackSpawnedState(AttackStateMachine ASM, OrbitAttack orbitAttack) : base(ASM, orbitAttack) { }
public BoomerangThrown(AttackStateMachine ASM, Boomerang boomerang) : base(ASM, boomerang) { }
protected ShieldState(AttackStateMachine ASM, Shield shield) : base(ASM) { _shield = shield; }
public ChargingState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM, ballCharge) { }
public WaitingInputForPush(AttackStateMachine ASM, Attack attack) : base(ASM, attack) { }
public BallChargeState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM) { _ballCharge = ballCharge; }
public PushingBigState(AttackStateMachine ASM, PushAttack pushAttack) : base(ASM, pushAttack) { }
public SummonedState(AttackStateMachine ASM, SummonAttack summonAttack) : base(ASM, summonAttack) { }
public InactiveBaseAttackState(AttackStateMachine ASM) : base(ASM) { }
protected AttackState(AttackStateMachine ASM) { _ASM = ASM; }
public InactiveEnabledAttackState(AttackStateMachine ASM, Attack attack) : base(ASM) { _attack = attack; }
public OrbitClearingAttackState(AttackStateMachine ASM, OrbitClearAttack orbitClearAttack) : base(ASM, orbitClearAttack) { }
public InactiveEnabledDisableAttackState(AttackStateMachine ASM, Attack attack) : base(ASM, attack) { }
protected ChargeAttackState(AttackStateMachine ASM, MeleeChargeAttack chargeAttack) : base(ASM) { _chargeAttack = chargeAttack; }
public ShieldActiveState(AttackStateMachine ASM, Shield shield) : base(ASM, shield) { }
public ShieldBreakState(AttackStateMachine ASM, Shield shield) : base(ASM, shield) { }
public SprayingState(AttackStateMachine ASM, SprayAttack sprayAttack) : base(ASM, sprayAttack) { }