public MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, Transform attackPosition, D_MeleeAttack stateData) : base(stateMachine, entity, animBoolName, attackPosition) { this.stateData = stateData; }
public EHuskDandy_MeleeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_MeleeAttack stateData, Enermy_HuskDandy enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enermy = enermy; }
public MeleeAttackState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, Transform _attackPosition, D_MeleeAttack _stateData) : base(_entity, _stateMachine, _animBoolName, _attackPosition) { stateData = _stateData; }
public Slime_MeleeAttackState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_MeleeAttack stateData, Slime enemy) : base(entity1, stateMachine, animBoolName, attackPosition, stateData) { this.enemy = enemy; }
public Golem_MeleeAttackState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, Transform _attackPosition, D_MeleeAttack _stateData, Golem _enemy) : base(_entity, _stateMachine, _animBoolName, _attackPosition, _stateData) { enemy = _enemy; }
public E1_MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, Transform attackPosition, D_MeleeAttack stateData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, attackPosition, stateData) { this.enemy = enemy; }