public Caputmallei_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData, effect, type)
 {
     _caputmallei = caputmallei;
 }
Example #2
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 public Caputmallei_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData)
 {
     _caputmallei = caputmallei;
 }
 public CaputMallei_SundayMorningExplosion(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei) : base(entity, stateMachine, animationName)
 {
     _caputMallei = caputmallei;
 }
Example #4
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 public CaputMallei_FatefulRetribution(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei) : base(entity, stateMachine, animationName)
 {
     _caputMallei = caputmallei;
 }
 public Caputmallei_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei, Vector3 playerPosition) : base(entity, stateMachine, animationName)
 {
     _caputmallei    = caputmallei;
     _entityData     = entityData;
     _playerPosition = playerPosition;
 }
 public Caputmallei_DeathState(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei)
     : base(entity, stateMachine, animationName)
 {
     _caputmallei = caputmallei;
 }
Example #7
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 public Caputmallei_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData)
 {
     _caputmallei  = caputmallei;
     usableMoveSet = new List <State>();
 }
 public void setCaputMallei(Caputmallei caputMallei)
 {
     _caputMallei = caputMallei;
 }