public AvailableState(CompanionStateMachine stateMachine, IModEvents events) : base(stateMachine, events) { }
public RecruitedState(CompanionStateMachine stateMachine, IModEvents events, IMonitor monitor) : base(stateMachine, events, monitor) { this.BuffManager = new BuffManager(stateMachine.Companion, stateMachine.CompanionManager.Farmer, stateMachine.ContentLoader); }
public RecruitedState(CompanionStateMachine stateMachine, IModEvents events, ISpecialModEvents specialEvents, IMonitor monitor) : base(stateMachine, events, monitor) { this.BuffManager = new BuffManager(stateMachine.Companion, stateMachine.CompanionManager.Farmer, stateMachine.ContentLoader, this.monitor); this.SpecialEvents = specialEvents; this.TimeToBye = 2200; // Companions auto-dismiss at 10pm, except married (see end of Entry() method) }
public ResetState(CompanionStateMachine stateMachine, IModEvents events, IMonitor monitor) : base(stateMachine, events, monitor) { }
public ResetState(CompanionStateMachine stateMachine, IModEvents events) : base(stateMachine, events) { }
public AvailableState(CompanionStateMachine stateMachine, IModEvents events, IMonitor monitor) : base(stateMachine, events, monitor) { }
public UnavailableState(CompanionStateMachine sm) : base(sm) { }