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; }