public B_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_IdleState stateDate, Enemy3 enemy) : base(stateMachine, entity, animBoolName, stateDate) { this.enemy = enemy; }
public IdleState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_IdleState stateData) : base(finiteStateMachine, enemy, animationBoolName) { StateData = stateData; }
public GoblinArcher_IdleState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_IdleState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.goblinArcher = goblinArcher; }
public Spikes_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Spikes _enemy) : base(_entity, _stateMachine, _animBoolName, _stateData) { enemy = _enemy; }
public IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, D_IdleState stateDate) : base(stateMachine, entity, animBoolName) { this.stateData = stateDate; }
public Ogre_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Ogre ogre) : base(finiteStateMachine, entity, animationBoolName, stateData) { _ogre = ogre; }
public Slime_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Slime slime) : base(finiteStateMachine, entity, animationBoolName, stateData) { _slime = slime; }
public Elf_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Elf _elf) : base(_entity, _stateMachine, _animBoolName, _stateData) { elf = _elf; }
public Martial_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, AllyMartial ally) : base(entity, stateMachine, animBoolName, stateData) { this.ally = ally; }
public IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData) : base(entity, stateMachine, animBoolName) { this.stateData = stateData; }
public Archer_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Archer _archer) : base(_entity, _stateMachine, _animBoolName, _stateData) { archer = _archer; }
public ESlobberingHusk_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_SlobberingHusk enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public Boar_IdleState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_IdleState stateData, Boar boar) : base(finiteStateMachine, entity, animationBoolName, stateData) { _boar = boar; }
public Archer_IdleState(EntityNPC entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, EnemyArcher enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Pink_IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData, Pink _pink) : base(_entity, _stateMachine, _animBoolName, _stateData) { pink = _pink; }
public IdleState(Entity _entity, FiniteStateMachine _stateMachine, string _animBoolName, D_IdleState _stateData) : base(_entity, _stateMachine, _animBoolName) { stateData = _stateData; }
public BFailedChampion_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Boss_FailedChampion enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public ESoulWarrior_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_SoulWarrior enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public EHuskSentry_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enermy_HuskSentry enermy) : base(entity, stateMachine, animBoolName, stateData) { this.enermy = enermy; }
public E2_IdleState(Entity entity, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Enemy2 enemy) : base(entity, stateMachine, animBoolName, stateData) { this.enemy = enemy; }
public Skeleton_IdleState(Entity entity1, FiniteStateMachine stateMachine, string animBoolName, D_IdleState stateData, Skeleton enemy) : base(entity1, stateMachine, animBoolName, stateData) { this.enemy = enemy; }