Пример #1
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 public JabaliPushAttack(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _speed,
                         Action _DealDamage) : base(myState, _sm)
 {
     maxSpeed   = _speed;
     pushSpeed  = maxSpeed / 1.5f;
     DealDamage = _DealDamage;
 }
Пример #2
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 public DummyAttAnt(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                    float _rotSpeed, ICombatDirector _enemy) : base(myState, _sm)
 {
     cd            = 5;
     enemy         = _enemy;
     rotationSpeed = _rotSpeed;
 }
Пример #3
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 public JabaliStun(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, Action <JabaliEnemy.JabaliInputs> _Enter,
                   Action <string> _Update, Action <JabaliEnemy.JabaliInputs> _Exit) : base(myState, _sm)
 {
     EnterStun  = _Enter;
     UpdateStun = _Update;
     ExitStun   = _Exit;
 }
Пример #4
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 public CharReleaseAttack(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall,
                          Func <bool> _isHeavy, Action <bool> _ChangeHeavy) : base(myState, _sm)
 {
     attackRecall = recall;
     IsHeavy      = _isHeavy;
     ChangeHeavy  = _ChangeHeavy;
 }
Пример #5
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 public JabaliPersuit(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, Func <Transform, bool> _OnSight,
                      Func <bool> _IsChargeOk, float _distanceNormal, float _distanceToPush) : base(myState, _sm)
 {
     OnSight          = _OnSight;
     IsChargeOk       = _IsChargeOk;
     distanceNoCombat = _distanceNormal;
     distanceAprox    = _distanceToPush;
 }
Пример #6
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 public JabaliIdle(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _distanceToPush, float _distanceToNormal,
                   float _maxDistance, Func <bool> _IsAttack, Func <bool> _IsChargeOk) : base(myState, _sm)
 {
     IsAttack               = _IsAttack;
     IsChargeOk             = _IsChargeOk;
     distanceToPush         = _distanceToPush;
     distanceToNormalAttack = _distanceToNormal;
     maxDistance            = _maxDistance;
 }
Пример #7
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 public DummyIdleState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                       Func <bool> _isAttack, Func <Transform> _isTarget, float _disInCom, float _disNormal, float _rotSpeed, ICombatDirector _enemy) : base(myState, _sm)
 {
     IsAttack     += _isAttack;
     MyPos        += _isTarget;
     distanceMax   = _disNormal;
     distanceMin   = _disInCom;
     enemy         = _enemy;
     rotationSpeed = _rotSpeed;
 }
Пример #8
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 public DummyFollowState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                         float radAvoid, float voidW, float _rotSpeed, Func <float> speed, Func <Transform> myPos, float distance, TrueDummyEnemy me) : base(myState, _sm)
 {
     radiousToAvoidance = radAvoid;
     avoidWeight        = voidW;
     GetSpeed          += speed;
     GetMyPos          += myPos;
     normalDistance     = distance;
     noObs         = me;
     rotationSpeed = _rotSpeed;
 }
Пример #9
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        public StatesFunctions(EState <T> myState, EventStateMachine <T> _sm)
        {
            myState.OnEnter += Enter;

            myState.OnUpdate += Update;

            myState.OnLateUpdate += LateUpdate;

            myState.OnFixedUpdate += FixedUpdate;

            myState.OnExit += Exit;

            sm = _sm;
        }
Пример #10
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 public CharRoll(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, ParticleSystem _evadepart) : base(myState, _sm)
 {
     evadepart = _evadepart;
 }
Пример #11
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 public DummyAttackState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                         float _cd, ICombatDirector _enemy) : base(myState, _sm)
 {
     cd    = _cd;
     enemy = _enemy;
 }
Пример #12
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 public CharTakeDmg(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall) : base(myState, _sm)
 {
     takeDamageRecall = recall;
 }
Пример #13
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 public DummyDisableState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm, Action _act, Action _desac) : base(myState, _sm)
 {
     Active    += _act;
     Desactive += _desac;
 }
Пример #14
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 public JabaliStates(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm) : base(myState, _sm)
 {
 }
Пример #15
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 public DummyEnemyStates(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm) : base(myState, _sm)
 {
 }
Пример #16
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 public JabaliHeadAttack(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _cdToAttack) : base(myState, _sm)
 {
     cdToAttack = _cdToAttack;
 }
Пример #17
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 public CharChargeAttack(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm)
 {
 }
Пример #18
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 public CharParry(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm, float recall) : base(myState, _sm)
 {
     parryRecall = recall;
 }
Пример #19
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 public JabaliParried(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _timeParried) : base(myState, _sm)
 {
     timeParry = _timeParried;
 }
Пример #20
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 public JabaliCharge(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _chargeTime) : base(myState, _sm)
 {
     chargeTime = _chargeTime;
 }
Пример #21
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 public JabaliTD(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float _recall) : base(myState, _sm)
 {
     timeToRecall = _recall;
 }
Пример #22
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 public DummyTDState(EState <TrueDummyEnemy.DummyEnemyInputs> myState, EventStateMachine <TrueDummyEnemy.DummyEnemyInputs> _sm,
                     float _recall) : base(myState, _sm)
 {
     recallTime = _recall;
 }
Пример #23
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 public DummyStunState(EState <input> myState, EventStateMachine <input> _sm, float _petrify,
                       EState <input> _attackState) : base(myState, _sm)
 {
     timePetrify = _petrify;
     attackState = _attackState;
 }
Пример #24
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 public CharBeginBlock(EState <CharacterHead.PlayerInputs> myState, EventStateMachine <CharacterHead.PlayerInputs> _sm) : base(myState, _sm)
 {
 }
Пример #25
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 public JabaliAttackAnticipation(EState <JabaliEnemy.JabaliInputs> myState, EventStateMachine <JabaliEnemy.JabaliInputs> _sm, float antTime) : base(myState, _sm)
 {
     anticipationTime = antTime;
 }