//Constructor public Attacking(EnemySM newESM) { ESM = newESM; }
//Constructor public DeathSet(EnemySM newESM) { ESM = newESM; }
//Constructor public Idle(EnemySM newESM) { ESM = newESM; }
//Constructor public Moving(EnemySM newESM) { ESM = newESM; }
//Constructor public Pursuing(EnemySM newESM) { ESM = newESM; }
// Update is called once per frame void Update() { //Debug.Log (action.Count); switch (bs) { case (battleState.WAIT): { if ((action.Count > 0) && (playerMeme[0].transform.Find("Selector").gameObject.activeSelf)) { Debug.Log("aaaa"); bs = battleState.ACTION; } break; } case (battleState.ACTION): { GameObject atkp = GameObject.Find(action[0].meme); if (action[0].type == "Enemy") { EnemySM ESM = atkp.GetComponent <EnemySM> (); ESM.atktarget = action [0].def; ESM.curState = EnemySM.enemyState.ACTION; } if (action[0].type == "Meme") { MemeSM MSM = atkp.GetComponent <MemeSM> (); MSM.target = action [0].def; MSM.curState = MemeSM.charState.ACTION; } bs = battleState.PERFORM; break; } case (battleState.PERFORM): { break; } } switch (ps) { case (playerState.WAITING): { break; } case (playerState.SELECT): { if (playerMeme.Count > 0) { //playerMeme [0].transform.Find ("Selector").gameObject.SetActive (true); //playerUI.SetActive (true); ps = playerState.WAITING; } break; } case (playerState.INPUT): { break; } case (playerState.DONE): { break; } } }