public EHeavySentry_MoveState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enermy_HeavySentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public MoveState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_MoveState stateData) : base(finiteStateMachine, entity, animationBoolName) { this.stateData = stateData; }
public EWanderingHusk_MoveState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enermy_WanderingHusk enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Blob_MoveState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_MoveState _stateData, Blob _enemy) : base(_entity, _stateMachine, _animBoolName, _stateData) { enemy = _enemy; }
public EHuskWarrior_MoveState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enermy_HuskWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Elf_MoveState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_MoveState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData) { elf = _elf; }
public Martial_MoveState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, AllyMartial ally) : base(entity, stateMachine, animBoolName, stateData) { this.ally = ally; }
public ECrawlid_MoveState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enermy_Crawlid enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
private Pink pink;//reference on a type of enemy public Pink_MoveState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_MoveState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData) { pink = _pink; }
public GoblinArcher_MoveState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_MoveState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { _goblinArcher = goblinArcher; }
public Boar_MoveState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_MoveState stateData, Boar boar) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.boar = boar; }
public MoveState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_MoveState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public Skeleton_MoveState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Skeleton enemy) : base(entity1, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Samurai_MoveState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, EnemySamurai enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public E2_MoveState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_MoveState stateData, Enemy2 enemy) : base(stateMachine, entity, animBoolName, stateData) { this.enemy = enemy; }
public Archer_MoveState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_MoveState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData) { archer = _archer; }
public MoveState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData) : base(entity1, stateMachine, animBoolName) { this.stateData = stateData; }
public EVengefly_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enermy_Vengefly enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public E1_MoveState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, D_MoveState stateData, Enemy1 enemy) : base(etity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Ogre_MoveState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_MoveState stateData, Ogre ogre) : base(finiteStateMachine, entity, animationBoolName, stateData) { _ogre = ogre; }