public SM1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animName, WalkStateData stateData, SlowMutant1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; }
//protected bool isFacingToPlayer; public GC1_RunState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, walkData) { this.enemy = enemy; //isFacingToPlayer = true; }
public SME1_WalkState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, walkData) { this.enemy = enemy; }
public WalkState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, WalkStateData walkData) : base(stateMachine, entity, animBoolName) { data = walkData; }