Esempio n. 1
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 public DC1_LaserState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, DC1_Laser laser_obj, MeleeAttackStateData laserAttackData)
     : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.laser_obj  = laser_obj;
     this.attackData = laserAttackData;
 }
Esempio n. 2
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    public SME1_StageTwoTentacleAttackState(FiniteStateMachine stateMachine, Entity entity, string animName, MeleeAttackStateData tentacleStateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName)
    {
        cooldownTimer   = -1f;
        this.data       = tentacleStateData;
        this.enemy      = enemy;
        attackTentacles = new List <int>();

        combatData                  = new CombatData();
        combatData.damage           = data.damage;
        combatData.stunDamage       = data.stunDamage;
        combatData.knockbackDir     = data.knockbackDir;
        combatData.knockbackImpulse = data.knockbackImpulse;
        combatData.stunDamage       = data.stunDamage;
        combatData.from             = enemy.aliveGO;
        combatData.isParryDamage    = false;

        for (int i = 0; i < 4; i++)
        {
            enemy.SnakeHeads[i].tentacleAttackStage = this;
        }
    }
Esempio n. 3
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    public SME1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
    {
        this.enemy    = enemy;
        cooldownTimer = -1f;

        animLoopName = animBoolName + "_loop";
    }
Esempio n. 4
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 public GC1_MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
 {
     this.enemy    = enemy;
     cooldownTimer = -1f;
 }
    public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
    {
        this.enemy           = enemy;
        this.chargeStateData = chargeStateData;

        cooldownTimer = -1;
    }
 public SM1_HeideAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint, SlowMutant1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
 {
     this.enemy = enemy;
 }
 public MeleeAttackState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, Transform hitBoxPoint) : base(stateMachine, entity, animBoolName)
 {
     data             = stateData;
     this.hitBoxPoint = hitBoxPoint;
 }
 //private bool hasApplyDamage;
 public DC1_SmashState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData, GameObject smashDust) : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.attackData = attackData;
     this.smashDust  = smashDust;
 }
Esempio n. 9
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 public DC1_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData) : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.attackData = attackData;
 }
Esempio n. 10
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 public DC2_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonChase2 dragon, MeleeAttackStateData attackData)
     : base(stateMachine, entity, animName, null, attackData)
 {
     this.dragon = dragon;
 }