public Boar_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, Boar boar) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _boar = boar; }
public GoblinArcher_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _goblinArcher = goblinArcher; }
public DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; }
public Ogre_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, Ogre ogre) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _ogre = ogre; }
public Slime_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, Slime slime) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _slime = slime; }