Exemple #1
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 public B_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_IdleState stateDate, Enemy3 enemy) : base(stateMachine, entity, animBoolName, stateDate)
 {
     this.enemy = enemy;
 }
 public IdleState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_IdleState stateData)
     : base(finiteStateMachine, enemy, animationBoolName)
 {
     StateData = stateData;
 }
Exemple #3
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 public GoblinArcher_IdleState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_IdleState stateData, GoblinArcher goblinArcher)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     this.goblinArcher = goblinArcher;
 }
 public Spikes_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Spikes _enemy) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     enemy = _enemy;
 }
Exemple #5
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 public IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_IdleState stateDate) : base(stateMachine, entity, animBoolName)
 {
     this.stateData = stateDate;
 }
Exemple #6
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 public Ogre_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Ogre ogre)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _ogre = ogre;
 }
Exemple #7
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 public Slime_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Slime slime)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _slime = slime;
 }
Exemple #8
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 public Elf_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     elf = _elf;
 }
Exemple #9
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 public Martial_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, AllyMartial ally) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.ally = ally;
 }
Exemple #10
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 public IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData) : base(entity, stateMachine, animBoolName)
 {
     this.stateData = stateData;
 }
 public Archer_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     archer = _archer;
 }
Exemple #12
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 public ESlobberingHusk_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
 public Boar_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Boar boar)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _boar = boar;
 }
Exemple #14
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 public Archer_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Exemple #15
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 public Pink_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     pink = _pink;
 }
Exemple #16
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 public IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData) : base(_entity, _stateMachine, _animBoolName)
 {
     stateData = _stateData;
 }
Exemple #17
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 public BFailedChampion_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
Exemple #18
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 public ESoulWarrior_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
 public EHuskSentry_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_HuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
 public E2_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enemy2 enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
 public Skeleton_IdleState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Skeleton enemy) : base(entity1, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }