public BasicMeleeAttackState(float inputDamage, float inputBeforeAttackDelay, float inputAfterAttackDelay, Animator inputAnimator, AnimationClip inputAttackAnim, BaseAIStateMachine inputSM) { damage = inputDamage; beforeAttackDelay = inputBeforeAttackDelay; afterAttackDelay = inputAfterAttackDelay; animator = inputAnimator; attackAnimation = inputAttackAnim; SM = inputSM; }
public BasicRangedAttackState(GameObject inputEntity, float inputAL, GameObject inputEnemyEye, GameObject inputProjectile, Animator attackPS, AnimationClip attackPSAnim, AudioSource inputAudioSource, AudioClip inputAttackAudio, BaseAIStateMachine stateMachine) { entity = inputEntity; attackLength = inputAL; enemyEye = inputEnemyEye; projectile = inputProjectile; this.attackPS = attackPS; this.attackPSAnim = attackPSAnim; audioSource = inputAudioSource; attackAudio = inputAttackAudio; SM = stateMachine; }