public BFailedChampion_JumpAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_JumpAttack stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enermy = enermy; }
public ESlobberingHusk_JumpAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_JumpAttack stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enermy = enermy; }
public JumpAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_JumpAttack stateData) : base(entity, stateMachine, animBoolName, attackPosition) { this.stateData = stateData; }