void Start() { // Set the next state to Spawn the Boss nextState = new Boss05StateSpawn(this); distanceController = GameObject.Find("_DistanceController").GetComponent <DistanceController>(); }
public override void Enter() { if (!hasEntered) { myTransform = m_Boss05FSM.transform; nextState = new Boss05StateFire(m_Boss05FSM); hasEntered = true; } Execute(); }
public override void Enter() { if (!hasEntered) { nextState = new Boss05StateCheckConditions(m_Boss05FSM); hasEntered = true; } Execute(); }
public override void Enter() { if(!hasEntered) { myTransform = m_Boss05FSM.transform; nextState = new Boss05StateFire(m_Boss05FSM); hasEntered = true; } Execute(); }
public override void Execute() { attackOrMove = Random.Range(0, 2); if(attackOrMove == 0) //Attack { nextState = new Boss05StateFire(m_Boss05FSM); } if(attackOrMove == 1) //Move { nextState = new Boss05StateMove(m_Boss05FSM); } }
public override void Execute() { attackOrMove = Random.Range(0, 2); if (attackOrMove == 0) //Attack { nextState = new Boss05StateFire(m_Boss05FSM); } if (attackOrMove == 1) //Move { nextState = new Boss05StateMove(m_Boss05FSM); } }
public void ChangeState(Boss05State state) { nextState = state; }
void Start() { // Set the next state to Spawn the Boss nextState = new Boss05StateSpawn(this); distanceController = GameObject.Find("_DistanceController").GetComponent<DistanceController>(); }