public LiYan_IdleState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_IdleState idleData, LiYan liYan)
     : base(entity, stateMachine, animationName, idleData)
 {
     _liYan = liYan;
 }
 public LiYan_ScaredState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, LiYan liYan)
     : base(entity, stateMachine, animationName, entityData)
 {
     _liYan = liYan;
 }
示例#3
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 public LiYan_DeathState(Entity entity, FiniteStateMachine stateMachine, string animationName, LiYan liYan)
     : base(entity, stateMachine, animationName)
 {
     _liYan = liYan;
 }
 public LiYan_SufferTheEffectState(Entity entity, FiniteStateMachine stateMachine, string animationName, D_Entity entityData, Effects effect, string type, LiYan liYan)
     : base(entity, stateMachine, animationName, entityData, effect, type)
 {
     _liYan = liYan;
 }