Esempio n. 1
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 public CharRoll(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, ParticleSystem _evadepart) : base(myState, _sm)
 {
     evadepart = _evadepart;
 }
Esempio n. 2
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 public CharSpin(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm)
 {
 }
Esempio n. 3
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 public DummyStunState(EState <input> myState, EventStateMachine <input> _sm, float _petrify,
                       EState <input> _attackState) : base(myState, _sm)
 {
     timePetrify = _petrify;
     attackState = _attackState;
 }
Esempio n. 4
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 public JabaliCharge(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _chargeTime) : base(myState, _sm)
 {
     chargeTime = _chargeTime;
 }