public virtual void InitStateMachine()
 {
     stateMachine = new StateMachine();
     //stateMachine.AddStateAction(BaseStateType.BS_SUMMON, new BossSummonedState(this));
     stateMachine.AddStateAction(BaseStateType.BS_IDLE, new BossIdleState(this));
     stateMachine.AddStateAction(BaseStateType.BS_RUN, new BossRunState(this));
     stateMachine.AddStateAction(BaseStateType.BS_DIE, new BossDieState(this));
     stateMachine.AddStateAction(BaseStateType.BS_ATTACK, new BossAttackState(this));
 }
 public virtual void InitStateMachine()
 {
     stateMachine = new StateMachine();
     stateMachine.AddStateAction(BaseStateType.ES_IDLE, new EnemyIdleState(this));
     stateMachine.AddStateAction(BaseStateType.ES_RUN, new EnemyRunState(this));
     stateMachine.AddStateAction(BaseStateType.ES_ATTACK, new EnemyAttackState(this));
     stateMachine.AddStateAction(BaseStateType.ES_DIE, new EnemyDieState(this));
 }