public IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData) : base(stateMachine, entity, animBoolName)
 {
     data = idleData;
 }
 public E1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, idleData)
 {
     this.enemy = enemy;
 }
Example #3
0
    public DC1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, DragonCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData)
    {
        this.enemy           = enemy;
        this.playerNearTimer = 0f;

        SetFlipAfterIdle(false);
    }
 public GC1_CombatIdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData)
 {
     this.enemy = enemy;
 }
Example #5
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 public SM1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutant1 enemy, float idleStayTimeInLookUp, float idleStayTimeInLookfront, Vector2 changeIdleAnimationTimeRange) : base(stateMachine, entity, animName, stateData)
 {
     this.enemy = enemy;
     this.idleStayTimeInLookfront      = idleStayTimeInLookfront;
     this.idleStayTimeInLookup         = idleStayTimeInLookUp;
     this.changeIdleAnimationTimeRange = changeIdleAnimationTimeRange;
 }
 public SME1_StageTwoIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData)
 {
     this.enemy = enemy;
     SetFlipAfterIdle(false);
 }