public EnemyState(IStateEnter enter, IStateExit exit, IStateUpdate update, ITurnable turnable, ITitanShield titanShield) : base(enter, exit, update) { _turnable = turnable; _titanShield = titanShield; }
public PlayerStateMove_Enter(PlayerFSM fsm, PlayerModel model, GameCommands.EnemyTurn enemyTurnCommand, float moveTime, IStateEnter decorated) { _fsm = fsm; _model = model; _enemyTurnCommand = enemyTurnCommand; _moveTime = moveTime; _decorated = decorated; }
public EnemyState_Kill(IStateEnter enter, IStateExit exit, IStateUpdate update, ITurnable turnable, ITitanShield titanShield) : base(enter, exit, update, turnable, titanShield) { }
public PlayerState_Die(IStateEnter enter, IStateExit exit, IStateUpdate update) : base(enter, exit, update) { }
public PlayerState(IStateEnter enter, IStateExit exit, IStateUpdate update, ITurnable turnable) : base(enter, exit, update) { _turnable = turnable; }
public State(IStateEnter enter, IStateExit exit, IStateUpdate update) { _enter = enter; _exit = exit; _update = update; }