void Start() { Start_Varibles(); state = State.WaitingForPlayer; m_state = Monster_state.SpawnEmpty; a_order_state = Attack_Order_State.MonsterCanAttack; }
void FixedUpdate() { if (m_state == Monster_state.SpawnEmpty) { onEncounter(p_Control.collider_triggered, () => { m_state = Monster_state.MonsterSpawned; }); state = State.WaitingForPlayer; } Start_Attack(); }