public LiYan_IdleState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_IdleState idleData, LiYan liYan) : base(entity, stateMachine, animationName, idleData) { _liYan = liYan; }
public LiYan_ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, LiYan liYan) : base(entity, stateMachine, animationName, entityData) { _liYan = liYan; }
public LiYan_DeathState(Entity entity, FiniteStateMachine stateMachine, string animationName, LiYan liYan) : base(entity, stateMachine, animationName) { _liYan = liYan; }
public LiYan_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, LiYan liYan) : base(entity, stateMachine, animationName, entityData, effect, type) { _liYan = liYan; }