public IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData) : base(stateMachine, entity, animBoolName) { data = idleData; }
public E1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, Enemy1 enemy) : base(stateMachine, entity, animBoolName, idleData) { this.enemy = enemy; }
public DC1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, DragonCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData) { this.enemy = enemy; this.playerNearTimer = 0f; SetFlipAfterIdle(false); }
public GC1_CombatIdleState(FiniteStateMachine stateMachine, Entity entity, string animBoolName, IdleStateData idleData, GoyeCombat1 enemy) : base(stateMachine, entity, animBoolName, idleData) { this.enemy = enemy; }
public SM1_IdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutant1 enemy, float idleStayTimeInLookUp, float idleStayTimeInLookfront, Vector2 changeIdleAnimationTimeRange) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; this.idleStayTimeInLookfront = idleStayTimeInLookfront; this.idleStayTimeInLookup = idleStayTimeInLookUp; this.changeIdleAnimationTimeRange = changeIdleAnimationTimeRange; }
public SME1_StageTwoIdleState(FiniteStateMachine stateMachine, Entity entity, string animName, IdleStateData stateData, SlowMutantElite1 enemy) : base(stateMachine, entity, animName, stateData) { this.enemy = enemy; SetFlipAfterIdle(false); }