public JabaliPushAttack(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _speed, Action _DealDamage) : base(myState, _sm) { maxSpeed = _speed; pushSpeed = maxSpeed / 1.5f; DealDamage = _DealDamage; }
public DummyAttAnt(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, float _rotSpeed, ICombatDirector _enemy) : base(myState, _sm) { cd = 5; enemy = _enemy; rotationSpeed = _rotSpeed; }
public JabaliStun(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, Action <JabaliEnemy.JabaliInputs> _Enter, Action <string> _Update, Action <JabaliEnemy.JabaliInputs> _Exit) : base(myState, _sm) { EnterStun = _Enter; UpdateStun = _Update; ExitStun = _Exit; }
public CharReleaseAttack(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall, Func <bool> _isHeavy, Action <bool> _ChangeHeavy) : base(myState, _sm) { attackRecall = recall; IsHeavy = _isHeavy; ChangeHeavy = _ChangeHeavy; }
public JabaliPersuit(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, Func <Transform, bool> _OnSight, Func <bool> _IsChargeOk, float _distanceNormal, float _distanceToPush) : base(myState, _sm) { OnSight = _OnSight; IsChargeOk = _IsChargeOk; distanceNoCombat = _distanceNormal; distanceAprox = _distanceToPush; }
public JabaliIdle(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _distanceToPush, float _distanceToNormal, float _maxDistance, Func <bool> _IsAttack, Func <bool> _IsChargeOk) : base(myState, _sm) { IsAttack = _IsAttack; IsChargeOk = _IsChargeOk; distanceToPush = _distanceToPush; distanceToNormalAttack = _distanceToNormal; maxDistance = _maxDistance; }
public DummyIdleState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, Func <bool> _isAttack, Func <Transform> _isTarget, float _disInCom, float _disNormal, float _rotSpeed, ICombatDirector _enemy) : base(myState, _sm) { IsAttack += _isAttack; MyPos += _isTarget; distanceMax = _disNormal; distanceMin = _disInCom; enemy = _enemy; rotationSpeed = _rotSpeed; }
public DummyFollowState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, float radAvoid, float voidW, float _rotSpeed, Func <float> speed, Func <Transform> myPos, float distance, TrueDummyEnemy me) : base(myState, _sm) { radiousToAvoidance = radAvoid; avoidWeight = voidW; GetSpeed += speed; GetMyPos += myPos; normalDistance = distance; noObs = me; rotationSpeed = _rotSpeed; }
public StatesFunctions(EState <T> myState, EventStateMachine <T> _sm) { myState.OnEnter += Enter; myState.OnUpdate += Update; myState.OnLateUpdate += LateUpdate; myState.OnFixedUpdate += FixedUpdate; myState.OnExit += Exit; sm = _sm; }
public CharRoll(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, ParticleSystem _evadepart) : base(myState, _sm) { evadepart = _evadepart; }
public DummyAttackState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, float _cd, ICombatDirector _enemy) : base(myState, _sm) { cd = _cd; enemy = _enemy; }
public CharTakeDmg(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall) : base(myState, _sm) { takeDamageRecall = recall; }
public DummyDisableState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, Action _act, Action _desac) : base(myState, _sm) { Active += _act; Desactive += _desac; }
public JabaliStates(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm) : base(myState, _sm) { }
public DummyEnemyStates(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm) : base(myState, _sm) { }
public JabaliHeadAttack(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _cdToAttack) : base(myState, _sm) { cdToAttack = _cdToAttack; }
public CharChargeAttack(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm) { }
public CharParry(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall) : base(myState, _sm) { parryRecall = recall; }
public JabaliParried(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _timeParried) : base(myState, _sm) { timeParry = _timeParried; }
public JabaliCharge(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _chargeTime) : base(myState, _sm) { chargeTime = _chargeTime; }
public JabaliTD(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _recall) : base(myState, _sm) { timeToRecall = _recall; }
public DummyTDState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, float _recall) : base(myState, _sm) { recallTime = _recall; }
public DummyStunState(EState <input> myState, EventStateMachine <input> _sm, float _petrify, EState <input> _attackState) : base(myState, _sm) { timePetrify = _petrify; attackState = _attackState; }
public CharBeginBlock(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm) { }
public JabaliAttackAnticipation(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float antTime) : base(myState, _sm) { anticipationTime = antTime; }