public Boar_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData, Boar boar)
     : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     this.boar = boar;
 }
예제 #2
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 public Skeleton_LookForPlayerState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateDate, EnemySkeleton enemy) : base(entity, stateMachine, animBoolName, stateDate)
 {
     this.enemy = enemy;
 }
 public LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData) : base(entity, stateMachine, animBoolName)
 {
     this.stateData = stateData;
 }
 public GoblinArcher_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData,
                                        GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     this.goblinArcher = goblinArcher;
 }
 public LookForPlayerState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_LookForPlayerState stateData)
     : base(finiteStateMachine, enemy, animationBoolName)
 {
     StateData = stateData;
 }
 public E1_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enemy1 enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
예제 #7
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 public Ogre_LookForPlayerState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_LookForPlayerState stateData,
                                Ogre ogre) : base(finiteStateMachine, entity, animationBoolName, stateData)
 {
     _ogre = ogre;
 }
예제 #8
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 public LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData) : base(_entity, _stateMachine, _animBoolName)
 {
     stateData = _stateData;
 }
예제 #9
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 public Elf_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     elf = _elf;
 }
 public ESlobberingHusk_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
 public ESoulWarrior_LookForPlayerState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_LookForPlayerState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
예제 #12
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 public Pink_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     pink = _pink;
 }
예제 #13
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 public Archer_LookForPlayerState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_LookForPlayerState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData)
 {
     archer = _archer;
 }