public DC1_LaserState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, DC1_Laser laser_obj, MeleeAttackStateData laserAttackData) : base(stateMachine, entity, animName) { this.enemy = enemy; this.laser_obj = laser_obj; this.attackData = laserAttackData; }
public DC1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, DragonCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData) { this.enemy = enemy; this.playerNearTimer = 0f; SetFlipAfterIdle(false); }
public DC1_FlyIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy) : base(stateMachine, entity, animName) { this.enemy = enemy; }
//private bool hasApplyDamage; public DC1_SmashState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData, GameObject smashDust) : base(stateMachine, entity, animName) { this.enemy = enemy; this.attackData = attackData; this.smashDust = smashDust; }
public DC1_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData) : base(stateMachine, entity, animName) { this.enemy = enemy; this.attackData = attackData; }