public TargetNotInSightReason(FSM_Brain controller, Transform target, LayerMask obstacleMask, GlobalStateData.FSMStateID goToState) { transition = GlobalStateData.FSMTransistion.TargetNotInSight; this.goToState = goToState; m_Character = controller.transform; m_Target = target; m_ObstacleMask = obstacleMask; m_Controller = controller; }
public TargetNotInRangeReason(FSM_Brain controller, Transform target, float range, GlobalStateData.FSMStateID goToState) { transition = GlobalStateData.FSMTransistion.ReachedTarget; this.goToState = goToState; m_Controller = controller; m_Character = controller.transform; m_Target = target; m_Range = range; }
public HitObstacleReason(FSM_Brain controller, MovementHandler movementHandler, LayerMask obstacleMask, GlobalStateData.FSMStateID goToState) { transition = GlobalStateData.FSMTransistion.HitObstacle; m_Controller = controller; m_Character = controller.transform; m_Handler = movementHandler; m_ObstacleMask = obstacleMask; this.goToState = goToState; }