public GoblinArcher_LookForPlayerState(FiniteStateMachine finiteStateMachine, Entity entity, string animationBoolName, D_LookForPlayerState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { this.goblinArcher = goblinArcher; }
public GoblinArcher_DamageState(FiniteStateMachine finiteStateMachine, Enemy enemy, string animationBoolName, D_DamageState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, enemy, animationBoolName, stateData) { _goblinArcher = goblinArcher; }
public GoblinArcher_PlayerDetectedState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, D_PlayerDetectedState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, stateData) { _goblinArcher = goblinArcher; }
public GoblinArcher_MeleeAttackState(FiniteStateMachine finiteStateMachine, Enemy entity, string animationBoolName, Transform attackPosition, D_MeleeAttackState stateData, GoblinArcher goblinArcher) : base(finiteStateMachine, entity, animationBoolName, attackPosition, stateData) { _goblinArcher = goblinArcher; }