public DC1_LaserState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, DC1_Laser laser_obj, MeleeAttackStateData laserAttackData) : base(stateMachine, entity, animName) { this.enemy = enemy; this.laser_obj = laser_obj; this.attackData = laserAttackData; }
public SME1_StageTwoTentacleAttackState(FiniteStateMachine stateMachine, Entity entity, string animName, MeleeAttackStateData tentacleStateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName) { cooldownTimer = -1f; this.data = tentacleStateData; this.enemy = enemy; attackTentacles = new List <int>(); combatData = new CombatData(); combatData.damage = data.damage; combatData.stunDamage = data.stunDamage; combatData.knockbackDir = data.knockbackDir; combatData.knockbackImpulse = data.knockbackImpulse; combatData.stunDamage = data.stunDamage; combatData.from = enemy.aliveGO; combatData.isParryDamage = false; for (int i = 0; i < 4; i++) { enemy.SnakeHeads[i].tentacleAttackStage = this; } }
public SME1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; cooldownTimer = -1f; animLoopName = animBoolName + "_loop"; }
public GC1_MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; cooldownTimer = -1f; }
public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; this.chargeStateData = chargeStateData; cooldownTimer = -1; }
public SM1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutant1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; }
public MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint) : base(stateMachine, entity, animBoolName) { data = stateData; this.hitBoxPoint = hitBoxPoint; }
//private bool hasApplyDamage; public DC1_SmashState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData, GameObject smashDust) : base(stateMachine, entity, animName) { this.enemy = enemy; this.attackData = attackData; this.smashDust = smashDust; }
public DC1_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData) : base(stateMachine, entity, animName) { this.enemy = enemy; this.attackData = attackData; }
public DC2_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonChase2 dragon, MeleeAttackStateData attackData) : base(stateMachine, entity, animName, null, attackData) { this.dragon = dragon; }