public Patroller_HitState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _receiveHit = patroller.ReceiveHit; }
public Patroller_SearchState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; }
private GameObject _detectedGraphic; // graphic icon that communicates detect state public Patroller_PlayerDetectedState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _playerLOS = patroller.PlayerDetector.PlayerLOS; _closeRangeDetector = patroller.PlayerDetector.PlayerClose; _detectedGraphic = patroller.DetectedGraphic; }
public Patroller_AttackState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _hitVolume = patroller.HitVolume; _detectedGraphic = patroller.DetectedGraphic; }
public Patroller_MoveState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; _movement = patroller.Movement; _playerLOS = patroller.PlayerDetector.PlayerLOS; _wallDetector = patroller.EnvironmentDetector.WallDetector; _groundDetector = patroller.EnvironmentDetector.GroundDetector; _groundInFrontDetector = patroller.EnvironmentDetector.GroundInFrontDetector; }
public Patroller_DeadState(PatrollerFSM stateMachine, Patroller patroller) { _stateMachine = stateMachine; _patroller = patroller; _data = patroller.Data; }