public BipedalBehavior(IStateMachineHandler handler, Vector3 pointA, Vector3 pointB, Transform collisionOffset) : base(handler) { PointA = pointA; PointB = pointB; CollisionOffset = collisionOffset; Initialize(); }
// --------------------------------------------------------- #region Constructor /// <summary> /// Constructor for the state machine. A handler is optional. /// </summary> /// <param name="handler"></param> protected BaseStateMachine(IStateMachineHandler handler) => Handler = handler;
protected UiEnemyFSM(IStateMachineHandler handler) : base(handler) { }
public BipedalBehavior(IStateMachineHandler handler, Vector3 pointA, Vector3 pointB) : base(handler) { PointA = pointA; PointB = pointB; Initialize(); }
//---------------------------------------------------------------------------------------------------------- #region Constructor /// <summary> /// Constructor for the state machine. A handler is optional. /// </summary> /// <param name="handler"></param> protected BaseStateMachine(IStateMachineHandler handler = null) { Handler = handler; }
public BaseStateMachine(IStateMachineHandler Handler = null) { this.Handler = Handler; }