public Archer_IdleState(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityIdleStateSO stateData, ArcherEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public PatrolEnemy_Idle(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityIdleStateSO stateData, PatrolEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this._enemy = enemy; }
public EntityIdleState(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityIdleStateSO stateData) : base(entity, stateMachine, animBoolName) { this.stateData = stateData; }
public ChargingEnemy_Idle(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityIdleStateSO stateData, ChargingEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }