public CharRoll(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, ParticleSystem _evadepart) : base(myState, _sm) { evadepart = _evadepart; }
public CharSpin(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm) { }
public DummyStunState(EState <input> myState, EventStateMachine <input> _sm, float _petrify, EState <input> _attackState) : base(myState, _sm) { timePetrify = _petrify; attackState = _attackState; }
public JabaliCharge(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _chargeTime) : base(myState, _sm) { chargeTime = _chargeTime; }