public FSMState_Player_Attack(AFSMMachine fsmMachine, AEntityBase selfEntity) : base(fsmMachine, selfEntity) { GameObject hookObj = GlobalRefMgr.Instance.AssetsLoader.SyncLoad_Object <GameObject>("Prefab/Hook"); hg = new HookGroup(hookObj); }
public FSMState_Enemy_FormationMove(AFSMMachine fsmMachine, AEntityBase selfEntity) : base(fsmMachine, selfEntity) { }
public FSMState_Player_Move(AFSMMachine fsmMachine, AEntityBase selfEntity) : base(fsmMachine, selfEntity) { }
public FSMState_Enemy_Idle(AFSMMachine fsmMachine, AEntityBase selfEntity) : base(fsmMachine, selfEntity) { }
public FSMMachine_Player(AEntityBase player) { this.player = player; base.InitState(); }
public ABaseFSMState(AFSMMachine fsmMachine, AEntityBase selfEntity) { this.selfEntity = selfEntity; this.fsmMachine = fsmMachine; }
public FSMMachine_Enemy(AEntityBase selfEntity) { this.selfEntity = selfEntity; base.InitState(); }