public Idle_State(Enemy_State_Pattern enemy_State_Pattern)
 {
     enemy     = enemy_State_Pattern;
     anim      = enemy.GetComponent <Animator>();
     player    = Singleton_Service.GetSingleton <Player>();
     rightHand = Singleton_Service.GetSingleton <RightHand>();
 }
 public Die_State(Enemy_State_Pattern enemy_State_Pattern)
 {
     enemy  = enemy_State_Pattern;
     anim   = enemy.GetComponent <Animator>();
     player = Singleton_Service.GetSingleton <Player>();
     scene  = Singleton_Service.GetSingleton <SceneController>();
 }
 void Awake()
 {
     instance     = this;
     idleState    = new Idle_State(this);
     chaseState   = new Chase_State(this);
     attackState  = new Attack_State(this);
     hurtState    = new Hurt_State(this);
     dieState     = new Die_State(this);
     specialState = new Special_State(this);
 }
 public Chase_State(Enemy_State_Pattern enemy_State_Pattern)
 {
     enemy  = enemy_State_Pattern;
     anim   = enemy.GetComponent <Animator>();
     player = Singleton_Service.GetSingleton <Player>();
 }