public Martial_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, AllyMartial ally) : base(entity, stateMachine, animBoolName, stateData) { this.ally = ally; }
public Martial_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, AllyMartial ally) : base(entity, stateMachine, animBoolName, stateData) { this.ally = ally; }