public PlayerState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) { Player = player; FiniteStateMachine = playerFiniteStateMachine; PlayerData = playerData; AnimationBoolName = animationBoolName; }
public PlayerTouchingWallState(Player Player, PlayerFiniteStateMachine FiniteStateMachine, D_PlayerData PlayerData, string _animationBoolName) : base(Player, FiniteStateMachine, PlayerData, _animationBoolName) { }
public PlayerOnRopeState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { }
public PlayerWallSlideState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { }
public PlayerBowFireArrowShotState_Aim(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerFireArrowShotData) { InitializeAimingPointsArray(attackPosition, playerFireArrowShotData); }
public PlayerSwordAttackState_02(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerSwordAttackData playerSwordAttackData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition, playerSwordAttackData) { }
public PlayerJumpState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { _amountOfJumpsLeft = PlayerData.amountOfJumps; }
public PlayerBowFireArrowShotState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition, D_PlayerBowArrowShotData playerFireArrowShotData) : base(player, playerFiniteStateMachine, playerData, animationBoolName, attackPosition) { PlayerFireArrowShotData = playerFireArrowShotData; CanShot = true; }
public PlayerAbilityState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { IsAbilityDone = true; }
public PlayerAttackState(Player player, PlayerFiniteStateMachine playerFiniteStateMachine, D_PlayerData playerData, string animationBoolName, Transform attackPosition) : base(player, playerFiniteStateMachine, playerData, animationBoolName) { this.attackPosition = attackPosition; }