public Halja_ChainOfDestiny(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity data, Halja halja, Vector3 playerposition) : base(entity, stateMachine, animationName) { _halja = halja; _entityData = data; _playerPosition = playerposition; _lineDrawSpeed = 2f; _dist = _halja.getChainOfDestinyMaxDistance(); }
protected string _typeOfCollision; //trap or player attacks or my own attacks #endregion //boss1 added only for testing #region Methods public SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type) : base(entity, stateMachine, animationName) { _entityData = entityData; //_col = col; trapEffect = effect; _typeOfCollision = type; }
public Water_ChainOfDestiny(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity data, WaterCrow crow, Vector3 playerposition) : base(entity, stateMachine, animationName) { _crow = crow; _entityData = data; _playerPosition = playerposition; _lineDrawSpeed = 2f; _dist = _crow.getChainOfDestinyMaxDistance(); }
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 LiYan_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, LiYan liYan) : base(entity, stateMachine, animationName, entityData, effect, type) { _liYan = liYan; }
public Caputmallei_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData) { _caputmallei = caputmallei; }
public Halja_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData) { _halja = halja; }
public Halja_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja, Vector3 playerPosition) : base(entity, stateMachine, animationName) { _halja = halja; _entityData = entityData; _playerPosition = playerPosition; }
public Ice_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, IceCrow crow) : base(entity, stateMachine, animationName, entityData) { _crow = crow; usableMoveSet = new List <State>(); }
public ChainOfDestiny(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData) : base(entity, stateMachine, animationName) { _data = entityData; }
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; }
//protected bool _isDetectingPlayer; #endregion #region Methods public ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData) : base(entity, stateMachine, animationName) { _entityData = entityData; }
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>(); }
public Halja_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Halja halja) : base(entity, stateMachine, animationName, entityData, effect, type) { _halja = halja; }
public Caputmallei_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData) { _caputmallei = caputmallei; usableMoveSet = new List <State>(); }
public Halja_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData) { _halja = halja; usableMoveSet = new List <State>(); }
public LiYan_ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, LiYan liYan) : base(entity, stateMachine, animationName, entityData) { _liYan = liYan; }
public Caputmallei_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei, Vector3 playerPosition) : base(entity, stateMachine, animationName) { _caputmallei = caputmallei; _entityData = entityData; _playerPosition = playerPosition; }
public B1_ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Boss1 boss) : base(entity, stateMachine, animationName, entityData) { _boss1 = boss; }
public PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData) : base(entity, stateMachine, animationName) { _entityData = entityData; }
public Caputmallei_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData, effect, type) { _caputmallei = caputmallei; }
public Water_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, WaterCrow crow) : base(entity, stateMachine, animationName, entityData) { _crow = crow; }