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 Caputmallei_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Caputmallei caputmallei) : base(entity, stateMachine, animationName, entityData) { _caputmallei = caputmallei; }
public CaputMallei_SundayMorningExplosion(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei) : base(entity, stateMachine, animationName) { _caputMallei = caputmallei; }
public CaputMallei_FatefulRetribution(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei) : base(entity, stateMachine, animationName) { _caputMallei = caputmallei; }
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 Caputmallei_DeathState(Entity entity, FiniteStateMachine stateMachine, string animationName, Caputmallei caputmallei) : base(entity, stateMachine, animationName) { _caputmallei = caputmallei; }
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 void setCaputMallei(Caputmallei caputMallei) { _caputMallei = caputMallei; }