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>(); }