public EnemysTurnState(CombatStatemachine Owner) { m_Owner = Owner; OnFinish = delegate { //TODO stateMachine.ChangeState(PlayerCountState); }; }
public PlayersTurnState(CombatStatemachine Owner) { m_Owner = Owner; }
public BattleDefeatedState(CombatStatemachine Owner) { m_Owner = Owner; }
public PreWaveState(CombatStatemachine Owner) { m_Owner = Owner; }
public WaveVictoryState(CombatStatemachine Owner) { m_Owner = Owner; }
public NextWaveState(CombatStatemachine Owner) { m_Owner = Owner; }
public BattleVictoryState(CombatStatemachine Owner) { m_Owner = Owner; }
public PreTurnState(CombatStatemachine Owner) { m_Owner = Owner; }