public BasicMeleeAttackState(float inputDamage, float inputBeforeAttackDelay, float inputAfterAttackDelay, Animator inputAnimator, AnimationClip inputAttackAnim, BaseAIStateMachine inputSM)
 {
     damage            = inputDamage;
     beforeAttackDelay = inputBeforeAttackDelay;
     afterAttackDelay  = inputAfterAttackDelay;
     animator          = inputAnimator;
     attackAnimation   = inputAttackAnim;
     SM = inputSM;
 }
Example #2
0
    public BasicRangedAttackState(GameObject inputEntity, float inputAL, GameObject inputEnemyEye,
                                  GameObject inputProjectile, Animator attackPS, AnimationClip attackPSAnim, AudioSource inputAudioSource,
                                  AudioClip inputAttackAudio, BaseAIStateMachine stateMachine)
    {
        entity            = inputEntity;
        attackLength      = inputAL;
        enemyEye          = inputEnemyEye;
        projectile        = inputProjectile;
        this.attackPS     = attackPS;
        this.attackPSAnim = attackPSAnim;

        audioSource = inputAudioSource;
        attackAudio = inputAttackAudio;

        SM = stateMachine;
    }