public EnemyReloadingState(EnemyStateMachine ESM) : base(ESM) { //TODO }
public EnemyRunningState(EnemyStateMachine ESM) : base(ESM) { enemy.sprite.LoadAnimation(enemy.RunAnimation); }
public EnemyMainState(EnemyStateMachine esm) : base(esm) { this.esm = (EnemyStateMachine)sm; enemy = (Enemy)character; }
public EnemyFiringState(EnemyStateMachine ESM) : base(ESM) { }
public EnemyShooterState(EnemyStateMachine HSM) : base(HSM) { esm = (EnemyStateMachine)sm; enemy = (Enemy)character; }
public BehaviorState(EnemyStateMachine esm) : base(esm) { this.esm = (EnemyStateMachine)sm; enemy = (Enemy)character; }
public EnemyJumpingState(EnemyStateMachine ESM) : base(ESM) { enemy.sprite.LoadAnimation(enemy.JumpAnimation); }
public KamikazeState(EnemyStateMachine ESM) : base(ESM) { enemy.Weapon.AttackRate = 5; esm.ShooterState = new EnemyFiringState(esm); }
public TrackState(EnemyStateMachine ESM) : base(ESM) { esm.ShooterState = new EnemyAimingState(esm); }