void Start() { stateMachine = GetComponent <StateMachine1>(); MakeStates(); stateMachine.SetState(StateID.Idle); }
void Start() { stunState = gameObject.GetComponent <HitstunState>(); IThisObjectHealth = gameObject.GetComponent <IHealth>(); //change to inspector later stateMachine = GetComponent <StateMachine1>(); MakeStates(); stateMachine.SetState(StateID.Idle); }
public override void Enter() { //stunTimer = stunTimer * atackLevel; stunTimer = stunTimer; rb = gameObject.GetComponent <Rigidbody>(); stateMachine = gameObject.GetComponent <StateMachine1>(); anim.SetInteger("AnimState", 22); StartCoroutine(StayTimer(stunTimer)); Debug.Log("Hitstun enter"); Debug.Log(atackLevel); inState = true; }
private StateMachine1 stateMachine; //voor char 1, voor char 2 moet het datatype StateMachine2 zijn void Start() { stateMachine = GetComponent <StateMachine1>(); //kan ook via inspector stateMachine.SetState(StateID.WalkForward /*state naam uit de StateID enum*/); }
public override void Enter() { stateMachine = gameObject.GetComponent <StateMachine1>(); StartCoroutine(Block()); }