Example #1
0
 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;
 }
Example #2
0
 public SM1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animName, WalkStateData stateData, SlowMutant1 enemy) : base(stateMachine, entity, animName, stateData)
 {
     this.enemy = enemy;
 }
 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 SM1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, SlowMutant1 enemy) : base(stateMachine, entity, animBoolName, stateData)
 {
     this.enemy = enemy;
 }