public EnemyStateReturn_Turn(GuardianFSM fsm, EnemyModel model, float moveTime, LayerMask blockLayer, GameCommands.PlayerTurn playerTurn) { _fsm = fsm; _model = model; _moveTime = moveTime; _blockLayer = blockLayer; _playerTurn = playerTurn; }
public EnemyStatePatrol_Turn(PatrolEnemyFSM fsm, EnemyModel model, float moveTime, LayerMask blockLayer, GameCommands.PlayerTurn playerTurn) { _fsm = fsm; _model = model; _moveTime = moveTime; _blockLayer = blockLayer; _playerTurn = playerTurn; }
public EnemyState_FindAndMove(GuardianFSM fsm, EnemyModel model, EnemyEye eye, GameCommands.PlayerTurn playerTurn) { _fsm = fsm; _model = model; _eye = eye; _playerTurn = playerTurn; }
public EnemyStateKill_Enter(EnemyModel model, float moveTime) { _model = model; _moveTime = moveTime; }
public EnemyStateMoveToTarget_Exit(EnemyModel model) { _model = model; }
public EnemyStateMoveToTarget_Enter(EnemyModel model, float moveTime, GameCommands.PlayerTurn playerTurn) { _model = model; _moveTime = moveTime; _playerTurn = playerTurn; }
public EnemyStateReturn_Exit(EnemyModel model) { _model = model; }
public EnemyStateReturn_Enter(EnemyModel model) { _model = model; }
public EnemyStatePatrol_Enter(EnemyModel model) { _model = model; }
public EnemyEye(EnemyModel model, LayerMask blockLayer) { _model = model; _blockLayer = blockLayer; }
public EnemyStateDie_Enter(EnemyModel model) { _model = model; }