public override void Start() { base.Start(); moveState = new Archer_MoveState(this, stateMachine, "Move", _moveStateData, this); idleState = new Archer_IdleState(this, stateMachine, "Idle", _idleStateData, this); playerDetectedState = new Archer_PlayerDetected(this, stateMachine, "PlayerDetected", _playerDetectedData, this); meleeAttackState = new Archer_MeleeAttack(this, stateMachine, "MeleeAttack", meleeAttackPosition, _meleeAttackData, this); lookForPlayerState = new Archer_LookForPlayerState(this, stateMachine, "LookForPlayer", _lookForPlayerData, this); stunState = new Archer_StunState(this, stateMachine, "Stun", _stunStateData, this); deadState = new Archer_DeadState(this, stateMachine, "Dead", _deadStateData, this); dodgeState = new Archer_DodgeState(this, stateMachine, "Dodge", _dodgeStateData, this); rangeAttackState = new Archer_RangedAttack(this, stateMachine, "RangeAttack", rangeAttackPosition, _rangeAttackStateData, this); stateMachine.Initialize(moveState); }
public override void Start() { base.Start(); // Initialize states. moveState = new Archer_MoveState(this, stateMachine, "move", moveStateData, this); idleState = new Archer_IdleState(this, stateMachine, "idle", idleStateData, this); playerDetectedState = new Archer_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this); meleeAttackState = new Archer_MeleeAttackState(this, stateMachine, "meleeAttack", meleeAttackStateData, this); lookForPlayerState = new Archer_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this); stunState = new Archer_StunState(this, stateMachine, "stun", stunStateData, this); deadState = new Archer_DeadState(this, stateMachine, "dead", deadStateData, this); dodgeState = new Archer_DodgeState(this, stateMachine, "dodge", dodgeStateData, this); rangedAttackState = new Archer_RangedAttackState(this, stateMachine, "rangedAttack", rangedAttackStateData, this); stateMachine.Initialize(moveState); }