public RangeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangeAttack stateData) : base(entity, stateMachine, animBoolName, attackPosition) { this.stateData = stateData; }
public ESoulWarrior_RangeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangeAttack stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enermy = enermy; }
public BFailedChampion_RangeAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangeAttack stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enermy = enermy; }