public Archer_IdleState(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityIdleStateSO stateData, ArcherEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Archer_PlayerDetected(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityDetectionStateSO stateData, ArcherEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
private void Start() { _bodyAnimator = GetComponent <Animator>(); thisEnemy = GetComponent <ArcherEnemy>(); isFiringAnimation = false; }
public Archer_MeleeAttack(Entity entity, EntityStateMachine stateMachine, string animBoolName, Transform attackPosition, EntityMeleeAttackStateSO stateData, ArcherEnemy enemy) : base(entity, stateMachine, animBoolName, attackPosition, stateData) { this.enemy = enemy; }
public Archer_LookForPlayerState(Entity entity, EntityStateMachine stateMachine, string animBoolName, EntityLookForPlayerStateSO stateData, ArcherEnemy enemy) : base(entity, stateMachine, animBoolName, stateData) { this._enemy = enemy; }