public JumpingState(MovementStates mID, MovementFSM reference) : base(mID, reference) { }
public IdleState(MovementStates mID, MovementFSM reference) : base(mID, reference) { }
public BeingKiltState(MovementStates mID, MovementFSM reference) : base(mID, reference) { }
public MovementState(Assets.FSM.MovementStates iD, MovementFSM reference) { ID = iD; MachineRef = reference; }
public AttackingState(MovementStates mID, MovementFSM reference) : base(mID, reference) { }