public DummyFollowState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                         float radAvoid, float voidW, float _rotSpeed, Func <float> speed, Func <Transform> myPos, float distance, TrueDummyEnemy me) : base(myState, _sm)
 {
     radiousToAvoidance = radAvoid;
     avoidWeight        = voidW;
     GetSpeed          += speed;
     GetMyPos          += myPos;
     normalDistance     = distance;
     noObs         = me;
     rotationSpeed = _rotSpeed;
 }
    public DummySlowedState(float freezeTime, float percentSlowed, Material freezeShader, EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                            float radAvoid, float voidW, float _rotSpeed, Func <float> speed, Func <Transform> myPos, float distance, TrueDummyEnemy me)
        : base(myState, _sm, radAvoid, voidW, _rotSpeed, speed, myPos, distance, me)
    {
        radiousToAvoidance = radAvoid;
        avoidWeight        = voidW;
        GetSpeed          += speed;
        GetMyPos          += myPos;
        normalDistance     = distance;
        noObs         = me;
        rotationSpeed = _rotSpeed;

        //freeze settings
        _percentSlowed = percentSlowed;
        _freezeTime    = freezeTime;
        _freezeShader  = freezeShader;
    }