public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint)
    {
        this.enemy           = enemy;
        this.chargeStateData = chargeStateData;

        cooldownTimer = -1;
    }
 internal ChargingStateModel(ChargeStateData data)
 {
     Data = data;
 }
Exemplo n.º 3
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 public ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, ChargeStateData stateData) : base(stateMachine, entity, animBoolName)
 {
     data = stateData;
 }
 public ChargingStateModel()
 {
     Data = new ChargeStateData();
 }
 public E1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, ChargeStateData stateData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, stateData)
 {
     this.enemy = enemy;
 }