protected override void Awake() { base.Awake(); enemyIdleState = new E2_IdleState(this, enemyData, "idle", this); enemyMoveState = new E2_MoveState(this, enemyData, "move", this); enemyPlayerDetectedState = new E2_PlayerDetectedState(this, enemyData, "playerDetected", this); enemyMeleeAttackState = new E2_MeleeAttackState(this, enemyData, "meleeAttack", this, meleeAttack); enemyLookForPlayerState = new E2_LookForPlayerState(this, enemyData, "lookForPlayer", this); enemyRangeAttackState = new E2_RangeAttackState(this, enemyData, "rangeAttack", this); enemyAttackedState = new E2_AttackedState(this, enemyData, "attacked", this); enemyDeathState = new E2_DeathState(this, enemyData, "die", this); enemyDodgeState = new E2_DodgeState(this, enemyData, "dodge", this); }
public override void Start() { base.Start(); moveState = new E2_MoveState(this, stateMachine, "move", moveStateData, this); IdleState = new E2_IdleState(this, stateMachine, "idle", IdleStateData, this); playerDetectedState = new E2_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this); meleeAttackState = new E2_MeleeAttackState(this, stateMachine, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this); lookForPlayerState = new E2_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this); stunState = new E2_StunState(this, stateMachine, "stun", stunStateData, this); deathState = new E2_DeathState(this, stateMachine, "dead", deathStateData, this); dodgeState = new E2_DodgeState(this, stateMachine, "dodge", dodgeStateData, this); rangedAttackState = new E2_RangedAttackState(this, stateMachine, "rangedAttack", rangedAttackPosition, rangedAttackStateData, this); stateMachine.Initialize(moveState); }