public State_Manager(T npc) { owner = npc; _currState = null; _prevState = null; _glblState = null; }
void Awake() { // Grab the transform for more efficiency. _transform = gameObject.transform; // Create the Player State. NPCState = new NPC_State(); // Set default values. NPCState.Default(); // Assign the NPCs Animator. NPCState.NPCAnimator = GetComponent <Animator>(); _npcAnimator = NPCState.NPCAnimator; }
public void ChangeState(NPC_State <T> newState) { if (_currState == null) { _currState = newState; } if (newState != null) { _prevState = _currState; _currState.Exit(owner); _currState = newState; _currState.Enter(owner); } }
public void SetNPCstate(NPC_State s) { m_NPC_State = s; }