public Halja_ChainOfDestiny(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity data, Halja halja, Vector3 playerposition) : base(entity, stateMachine, animationName) { _halja = halja; _entityData = data; _playerPosition = playerposition; _lineDrawSpeed = 2f; _dist = _halja.getChainOfDestinyMaxDistance(); }
public void setHalja(Halja halja) { _halja = halja; }
public Halja_PlayerDetectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData) { _halja = halja; usableMoveSet = new List <State>(); }
public Halja_Punishment(Entity entity, FiniteStateMachine stateMachine, string animationName, Halja halja) : base(entity, stateMachine, animationName) { _halja = halja; }
public Halja_WhipLashes(Entity entity, FiniteStateMachine stateMachine, string animationName, Halja halja) : base(entity, stateMachine, animationName) { _halja = halja; }
public Halja_MoveState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja) : base(entity, stateMachine, animationName, entityData) { _halja = halja; }
public Halja_IdleState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_IdleState idleData, Halja halja) : base(entity, stateMachine, animationName, idleData) { _halja = halja; }
public Halja_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, Halja halja) : base(entity, stateMachine, animationName, entityData, effect, type) { _halja = halja; }
public Halja_ChaseState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Halja halja, Vector3 playerPosition) : base(entity, stateMachine, animationName) { _halja = halja; _entityData = entityData; _playerPosition = playerPosition; }