public Patroller_HitState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;

        _movement   = patroller.Movement;
        _playerLOS  = patroller.PlayerDetector.PlayerLOS;
        _receiveHit = patroller.ReceiveHit;
    }
    public Patroller_SearchState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement  = patroller.Movement;
        _playerLOS = patroller.PlayerDetector.PlayerLOS;
    }
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    private GameObject _detectedGraphic;    // graphic icon that communicates detect state

    public Patroller_PlayerDetectedState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _playerLOS          = patroller.PlayerDetector.PlayerLOS;
        _closeRangeDetector = patroller.PlayerDetector.PlayerClose;
        _detectedGraphic    = patroller.DetectedGraphic;
    }
    public Patroller_AttackState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement        = patroller.Movement;
        _playerLOS       = patroller.PlayerDetector.PlayerLOS;
        _hitVolume       = patroller.HitVolume;
        _detectedGraphic = patroller.DetectedGraphic;
    }
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    public Patroller_MoveState(PatrollerFSM stateMachine, Patroller patroller)
    {
        _stateMachine = stateMachine;
        _patroller    = patroller;
        _data         = patroller.Data;

        _movement              = patroller.Movement;
        _playerLOS             = patroller.PlayerDetector.PlayerLOS;
        _wallDetector          = patroller.EnvironmentDetector.WallDetector;
        _groundDetector        = patroller.EnvironmentDetector.GroundDetector;
        _groundInFrontDetector = patroller.EnvironmentDetector.GroundInFrontDetector;
    }
 public Patroller_DeadState(PatrollerFSM stateMachine, Patroller patroller)
 {
     _stateMachine = stateMachine;
     _patroller    = patroller;
     _data         = patroller.Data;
 }