public B1_FireAttack(Entity entity, FiniteStateMachine stateMachine, string animationName, B1_D_Fire playerFireData, Boss1 boss) : base(entity, stateMachine, animationName) { //_playerPosition = playerPosition; _playerFireData = playerFireData; _boss1 = boss; }
public B1_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, Transform playerPosition, float distanceIwantToBE, D_Entity entityData, Boss1 boss) : base(entity, stateMachine, animationName) { _playerTransform = playerPosition; _minDistanceFromPlayer = distanceIwantToBE; //_speedWhenDetect = speed; _entityData = entityData; _boss = boss; }
public B1_ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Boss1 boss) : base(entity, stateMachine, animationName, entityData) { _boss1 = boss; }
public B1_IdleState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_IdleState idleData, Boss1 boss) : base(entity, stateMachine, animationName, idleData) { _boss1 = boss; }
public B1_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Boss1 boss) : base(entity, stateMachine, animationName, entityData, effect, type) { _boss1 = boss; }
public B1_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Boss1 boss) : base(entity, stateMachine, animationName, entityData) { _boss1 = boss; usableMoveSet = new List <State>(); }