public IdleState(EnemyBehavioursFsm fsm) : base(fsm) { m_CurrentPositionIndex = 0; GenerateIdlePoints(); Data.Debug.idlePoints = m_Points; Data.NavMeshAgent.speed = Data.Parameters.Speed; }
public StunState(EnemyBehavioursFsm fsm) : base(fsm) { }
public DeadState(EnemyBehavioursFsm fsm) : base(fsm) { }
protected BaseEnemyState(EnemyBehavioursFsm fsm) : base(fsm) { Fsm = fsm; }
public AttackState(EnemyBehavioursFsm fsm) : base(fsm) { }
public FollowState(EnemyBehavioursFsm fsm) : base(fsm) { }