public SME1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, MeleeAttackStateData stateData, ChargeStateData chargeStateData, Transform hitBoxPoint, SlowMutantElite1 enemy) : base(stateMachine, entity, animBoolName, stateData, hitBoxPoint) { this.enemy = enemy; this.chargeStateData = chargeStateData; cooldownTimer = -1; }
internal ChargingStateModel(ChargeStateData data) { Data = data; }
public ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, ChargeStateData stateData) : base(stateMachine, entity, animBoolName) { data = stateData; }
public ChargingStateModel() { Data = new ChargeStateData(); }
public E1_ChargeState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, ChargeStateData stateData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }