//改变动画状态 public override void ChangeState(sbyte state) { fsmManager.ChangeState(state); }
//public void BeAttackedByPlayer() { // for (int i = 0; i < allMonster.Count; i++) // { // MonsterController monsterController = allMonster[i]; // if (attackJudgment.RectAttackJudge(player, monsterController.transform,10f, 10f)) // { // } // } //} public virtual void ChangeState(sbyte state) { fsm.ChangeState(state); }
public virtual void ChangeState(sbyte tmpState) { fsmManager.ChangeState(tmpState); }
public void ChangeState(sbyte state) { fsmManager.ChangeState(state); }
public virtual void ChangeState(sbyte state) { fSMManager.ChangeState(state); }
public void ChangeState(sbyte state) { fm.ChangeState(state); }