public PatrolState(FinitStateMachine stateMachine, SkeletonData data) : base(stateMachine) { _locomotionController = data.LocomotionController; _wayPoints = data.WayPoints; _player = data.Player.transform; _owner = data.Transform; _detectionDistance = data.DetectionDistance; }
public ChasingState(FinitStateMachine stateMachine, SkeletonData data, IState attackState) : base(stateMachine) { _target = data.Player.transform; _transform = data.Transform; _attackDistance = data.AttackDistance; _npcLocomotionController = data.LocomotionController; _attackState = attackState; }