public EnemyStateFollow( IPlayer player, Enemy enemy, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _enemy = enemy; _player = player; }
public EnemyStateFollow( PlayerFacade player, EnemyView view, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _view = view; _player = player; }
public EnemyStateAttack( Bullet.Pool bulletPool, Enemy enemy, Settings settings, IPlayer player, EnemyStateManager stateManager, EnemyTunables tunables, IAudioPlayer audioPlayer, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _enemy = enemy; _bulletPool = bulletPool; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyView view, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables, AudioPlayer audioPlayer, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _view = view; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }