public RunAction(AINew ai, string aniTriggerString, NavMeshAgent nv, Animator ani) { this.ai = ai; AniTriggerString = aniTriggerString; _nv = nv; Ani = ani; }
public TakeBack(AINew ai, string aniTriggerString, NavMeshAgent nv, Transform self) { this.ai = ai; AniTriggerString = aniTriggerString; NV = nv; this.self = self; }
public NormalAttack(AINew ai, string[] aniTriggerStringArray, float oncTime, NavMeshAgent nv, Animator ani) { this.ai = ai; AniTriggerStringArray = aniTriggerStringArray; OncTime = oncTime; NV = nv; Ani = ani; }
public CFPDSkillAction(AINew ai, string aniTriggerString, float firstTime, float secondTime, NavMeshAgent nv) { this.ai = ai; AniTriggerString = aniTriggerString; FirstTime = firstTime; SecondTime = secondTime; NV = nv; }
public InjuredAction(AINew ai, string aniTriggerString, float oncTime, NavMeshAgent nv, Animator ani) { this.ai = ai; AniTriggerString = aniTriggerString; OncTime = oncTime; NV = nv; Ani = ani; }
public IdleAction(AINew ai, string aniTriggerString, NavMeshAgent nv, Renderer[] mr, Collider[] collider, Animator ani) { this.ai = ai; AniTriggerString = aniTriggerString; NV = nv; this.mr = mr; this.collider = collider; Ani = ani; }
public PaiDiSkillAction(AINew ai, string aniTriggerString, float firstTime, float secondTime, NavMeshAgent nv, int damage, Animator ani) { this.ai = ai; AniTriggerString = aniTriggerString; FirstTime = firstTime; SecondTime = secondTime; NV = nv; Damage = damage; Ani = ani; }
public YuRenNormalAttack(AINew ai, string aniTriggerString, float oncTime, NavMeshAgent nv, ISKillTrigger skill, float twiceTime, Animator ani) { this.ai = ai; AniTriggerString = aniTriggerString; OncTime = oncTime; NV = nv; this.skill = skill; TwiceTime = twiceTime; Ani = ani; }
public JumpAction(AINew ai, string aniTriggerString, float firstTime, float secondTime, NavMeshAgent nv, float height, Animator ani, float jumpTime) { this.ai = ai; AniTriggerString = aniTriggerString; FirstTime = firstTime; SecondTime = secondTime; NV = nv; Height = height; Ani = ani; JumpTime = jumpTime; }
public DieAction(AINew ai, string aniTriggerString, Renderer[] mr, NavMeshAgent nv, Transform self, Collider[] collider, Animator ani, float damageRate) { this.ai = ai; AniTriggerString = aniTriggerString; this.mr = mr; NV = nv; Self = self; this.collider = collider; Ani = ani; DamageRate = damageRate; }
public CFSkillAction(AINew ai, string[] aniTriggerString, float firstTime, float secondTime, float thirdTime, NavMeshAgent nv, int damage, Animator ani, float cfSpeed) { this.ai = ai; AniTriggerString = aniTriggerString; FirstTime = firstTime; SecondTime = secondTime; NV = nv; Damage = damage; Ani = ani; CFSpeed = cfSpeed; ThirdTime = thirdTime; }