public LeadState(Leader leader, LeaderFlags flags, float leadStopDistance, INode treeStart) { _leader = leader; _flags = flags; _leadStopDistance = leadStopDistance; _treeStart = treeStart; }
public override void Awake() { base.Awake(); mesh = GetComponent <MeshRenderer>(); defaultMaterial = mesh.material; flags = new LeaderFlags(); flags.inMiddle = false; }
public EscapeState(Leader leader, LeaderFlags flags, INode treeStart) { _leader = leader; _leaderFlags = flags; _treeStart = treeStart; }
public ReloadState(Leader leader, LeaderFlags leaderFlags, INode treeStart) { _leader = leader; _leaderFlags = leaderFlags; _treeStart = treeStart; }
public BuffState(Leader leader, LeaderFlags flags, INode start) { _leader = leader; _flags = flags; _start = start; }
public AttackState(Leader leader, LeaderFlags leaderFlags, INode treeStart) { _leader = leader; _leaderFlags = leaderFlags; _treeStart = treeStart; }