/// <summary> /// Constructors /// </summary> /// <param name="state"></param> public EnemyJumpingState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public LittleHitState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public AttackState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public PatrolState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public PursueState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public EnemyIdleState(EnemyState state) : this(state.Enemy) { }
/// <summary> ///Constructor /// </summary> /// <param name="p_Object"></param> public StateMachine(Enemy p_Enemy, EnemyState enemyState) { enemy = p_Enemy; enemy.State = enemyState; }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public KnockedDownState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public EnemyDyingState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public TeleportState(EnemyState state) : this(state.Enemy) { }
/// <summary> /// Constructor /// </summary> /// <param name="state"></param> public FlyState(EnemyState state) : this(state.Enemy) { }