Пример #1
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 public RangedAttackState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangedAttackState stateData) : base(etity, stateMachine, animBoolName, attackPosition)
 {
     this.stateData = stateData;
 }
Пример #2
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 public Archer_RangedAttackState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_RangedAttackState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData)
 {
     this.enemy = enemy;
 }
Пример #3
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 public RangedAttackState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, Transform attackPosition, D_RangedAttackState stateData)
     : base(finiteStateMachine, enemy, animationBoolName, attackPosition)
 {
     StateData = stateData;
 }
Пример #4
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 public RangedAttackState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_RangedAttackState stateData) : base(entity, stateMachine, animBoolName)
 {
     this.stateData = stateData;
 }
Пример #5
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 public E2_RangedAttackState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangedAttackState stateData, Enemy2 enemy) : base(entity, stateMachine, animBoolName, attackPosition, stateData)
 {
     this.enemy = enemy;
 }
Пример #6
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 public GoblinArcher_RangedAttackState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, Transform attackPosition,
                                       D_RangedAttackState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, attackPosition, stateData)
 {
     this.goblinArcher = goblinArcher;
 }