public DodgeState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData) : base(etity, stateMachine, animBoolName) { this.stateData = stateData; }
public ESoulWarrior_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public E2_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enemy2 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Dodge_State(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DodgeState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public GoblinArcher_DodgeState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_DodgeState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { _goblinArcher = goblinArcher; }
public DodgeState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_DodgeState stateData) : base(finiteStateMachine, entity, animationBoolName) { this.stateData = stateData; }
public DodgeState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DodgeState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; _dodgeOppositeDirection = false; }
public Slime_DodgeState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Slime enemy) : base(entity1, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public EHuskSentry_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Enermy_HuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Archer_DodgeState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_DodgeState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData) { archer = _archer; }
public Archer_DodgeState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public BFailedChampion_DodgeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_DodgeState stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }