public B_DeadState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_DeadState stateData, Enemy3 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
public Elf_DeadState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DeadState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData) { elf = _elf; }
public E1_DeadState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_DeadState stateData, Enemy1 enemy) : base(etity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public DeadState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_DeadState stateData) : base(entity1, stateMachine, animBoolName) { this.stateData = stateData; }
public Pink_DeadState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DeadState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData) { pink = _pink; }
public DeadState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_DeadState stateData) : base(stateMachine, entity, animBoolName) { this.stateData = stateData; }
public Slime_DeadState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DeadState stateData, Slime slime) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _slime = slime; }
public Slime_DeadState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_DeadState stateData, Slime enemy) : base(entity1, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Boar_DeadState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_DeadState stateData, Boar boar) : base(finiteStateMachine, entity, animationBoolName, stateData) { _boar = boar; }
public DeadState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DeadState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; }
public DeadState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DeadState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public Archer_DeadState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_DeadState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public GoblinArcher_DeadState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_DeadState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.goblinArcher = goblinArcher; }
public Archer_DeadState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DeadState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData) { archer = _archer; }
public Ogre_DeadState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_DeadState stateData, Ogre ogre) : base(finiteStateMachine, entity, animationBoolName, stateData) { _ogre = ogre; }
public E2_DeadState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DeadState stateData, E2 enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }