public SM1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutant1 enemy, float idleStayTimeInLookUp, float idleStayTimeInLookfront, Vector2 changeIdleAnimationTimeRange) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; this.idleStayTimeInLookfront = idleStayTimeInLookfront; this.idleStayTimeInLookup = idleStayTimeInLookUp; this.changeIdleAnimationTimeRange = changeIdleAnimationTimeRange; }
public SM1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animName, WalkStateData stateData, SlowMutant1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; }
public SM1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutant1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; }
public SM1_DetectPlayerState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, DetectPlayerStateData stateData, SlowMutant1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }