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;
 }
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 public Caputmallei_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData)
 {
     _caputmallei = caputmallei;
 }
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 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;
 }
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 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;
 }
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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;
 }
        //protected bool _isDetectingPlayer;
        #endregion

        #region Methods
        public ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData)
            : base(entity, stateMachine, animationName)
        {
            _entityData = entityData;
        }
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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>();
 }
 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;
 }
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 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;
 }
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 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;
 }