public PatrolStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T idleStateEnemy, T seekStateEnemy) { _enemyBoss = enemyBoss; _enemyBossAnimations = enemyBossAnimations; _target = target; _fsm = fsm; _idleStateEnemy = idleStateEnemy; _seekStateEnemy = seekStateEnemy; }
public SeekStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T patrolStateEnemy, T attackStateEnemy) { _enemyBoss = enemyBoss; _enemyBossAnimations = enemyBossAnimations; _target = target; _fsm = fsm; _patrolStateEnemy = patrolStateEnemy; _attackStateEnemy = attackStateEnemy; }
public BlockStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T idleStateEnemy, T attackStateEnemy) { _enemyBoss = enemyBoss; _enemyBossAnimations = enemyBossAnimations; _target = target; _fsm = fsm; _idleStateEnemy = idleStateEnemy; _attackStateEnemy = attackStateEnemy; }
public IdleStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T patrolStateEnemy, T hitStateEnemy, T dieStateEnemy) { _enemyBoss = enemyBoss; _enemyBossAnimations = enemyBossAnimations; _target = target; _fsm = fsm; _patrolStateEnemy = patrolStateEnemy; _hitStateEnemy = hitStateEnemy; _dieStateEnemy = dieStateEnemy; }
//T _blockStateEnemy; public HitStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnimations, Player target, FSM <T> fsm, T attackStateEnemt, T idleStateEnemy /*, T blockStateEnemy*/) { _enemyBoss = enemyBoss; _enemyBossAnimations = enemyBossAnimations; _target = target; _fsm = fsm; _attackStateEnemy = attackStateEnemt; _idleStateEnemy = idleStateEnemy; //_blockStateEnemy = blockStateEnemy; }
public AttackStateEnemy(EnemyBoss enemyBoss, EnemyBossAnim enemyBossAnim, Player target, FSM <T> fsm, T seekStateEnemy /*, T blockStateEnemy*/, T hitStateEnemy, T dieStateEnemy) { _enemyBoss = enemyBoss; _enemyBossAnim = enemyBossAnim; _target = target; _fsm = fsm; _seekStateEnemy = seekStateEnemy; //_blockStateEnemy = blockStateEnemy; _hitStateEnemy = hitStateEnemy; _dieStateEnemy = dieStateEnemy; }
private void Awake() { _player = FindObjectOfType <Player>(); _rigidbody = GetComponent <Rigidbody>(); //_enemyBoss = GameObject.FindGameObjectWithTag(CharacterTags.BOSSENEMY_TAG).gameObject; _enemyBossAnim = gameObject.GetComponent <EnemyBossAnim>(); //_player = GetComponent<Player>(); _bossHealthUI = gameObject.GetComponentInChildren <HealthUI>(); //sight = gameObject.GetComponent<LineOfSight>(); //seek = gameObject.GetComponent<Seek>(); //flee = gameObject.GetComponent<Flee>(); //obstacleavoidance = gameObject.GetComponent<ObstacleAvoidance>(); }
public DieStateEnemy(EnemyBossAnim enemyBossAnimations) { _enemyBossAnimations = enemyBossAnimations; }