public ELeapingHusk_JumpAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_JumpAttack stateData, Enermy_LeapingHusk enermy) : base(entity, stateMachine, animBoolName, attackPosition, stateData)
 {
     this.enermy = enermy;
 }
 public ELeapingHusk_ChargeState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_ChargeState stateData, Enermy_LeapingHusk enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }
Exemplo n.º 3
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 public ELeapingHusk_PlayerDetectedState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_PlayerDected stateData, Enermy_LeapingHusk enermy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enermy = enermy;
 }