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;
 }
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 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;
 }
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 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>();
 }