public void ChangeState(eAimedState _newState)
    {
        switch (_newState)
        {
            case eAimedState.Spawn: m_CurrentState = m_StateSpawn; break;
            case eAimedState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break;
            case eAimedState.Attack: m_CurrentState = m_StateAttack; break;
            case eAimedState.Retreat: m_CurrentState = m_StateRetreat; break;
            case eAimedState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break;
        }

        m_CurrentState.Enter();
    }
Beispiel #2
0
    public void ChangeState(eAimedState _newState)
    {
        switch (_newState)
        {
        case eAimedState.Spawn: m_CurrentState = m_StateSpawn; break;

        case eAimedState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break;

        case eAimedState.Attack: m_CurrentState = m_StateAttack; break;

        case eAimedState.Retreat: m_CurrentState = m_StateRetreat; break;

        case eAimedState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break;
        }

        m_CurrentState.Enter();
    }