public Samurai_AxeKickState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_MeleeAttackState stateData, EnemySamurai enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Samurai_PlayerDetectedState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_PlayerDetectedState stateData, EnemySamurai enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }