Exemplo n.º 1
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 public DC1_LaserState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, DC1_Laser laser_obj, MeleeAttackStateData laserAttackData)
     : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.laser_obj  = laser_obj;
     this.attackData = laserAttackData;
 }
Exemplo n.º 2
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    public DC1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, DragonCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData)
    {
        this.enemy           = enemy;
        this.playerNearTimer = 0f;

        SetFlipAfterIdle(false);
    }
Exemplo n.º 3
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 public DC1_FlyIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy) : base(stateMachine, entity, animName)
 {
     this.enemy = enemy;
 }
 //private bool hasApplyDamage;
 public DC1_SmashState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData, GameObject smashDust) : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.attackData = attackData;
     this.smashDust  = smashDust;
 }
Exemplo n.º 5
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 public DC1_DiveState(FiniteStateMachine stateMachine, Entity entity, string animName, DragonCombat1 enemy, MeleeAttackStateData attackData) : base(stateMachine, entity, animName)
 {
     this.enemy      = enemy;
     this.attackData = attackData;
 }