private void UpdateState() { AbstractEnemyState newState = null; if (idleState.conditionsMet(this) && currentState.Name != idleState.Name) { newState = idleState; } if (patrolState.conditionsMet(this) && currentState.Name != patrolState.Name) { newState = patrolState; } if (chaseState.conditionsMet(this) && currentState.Name != chaseState.Name) { newState = chaseState; } if (attackState.conditionsMet(this) && currentState.Name != attackState.Name) { newState = attackState; } if (newState != null && newState != currentState) { newState.init(); lastState = currentState; currentState = newState; } }
private void UpdateState() { AbstractEnemyState newState = null; if (idleState.conditionsMet(this) && currentState.Name != idleState.Name) { newState = idleState; } if (patrolState.conditionsMet(this) && currentState.Name != patrolState.Name) { newState = patrolState; } if (runnerState.conditionsMet(this) && currentState.Name != runnerState.Name) { newState = runnerState; } if (summonerState.conditionsMet(this) && currentState.Name != summonerState.Name) { newState = summonerState; } if (newState != null && newState != currentState) { newState.init(); lastState = currentState; currentState = newState; } }