public RangedAttackState(Entity etity, FiniteStateMachine stateMachine, string animBoolName, Transform attackPosition, D_RangedAttackState stateData) : base(etity, stateMachine, animBoolName, attackPosition) { this.stateData = stateData; }
public Archer_RangedAttackState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_RangedAttackState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public RangedAttackState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, Transform attackPosition, D_RangedAttackState stateData) : base(finiteStateMachine, enemy, animationBoolName, attackPosition) { StateData = stateData; }
public RangedAttackState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_RangedAttackState stateData) : base(entity, stateMachine, animBoolName) { this.stateData = stateData; }
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; }
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; }