void Init_DieState() { NPCStateNode state = (NPCStateNode)behaviorStateMachine.GetState((int)BehaviorState.Die); state.OnEnterDelegate += delegate() { }; state.OnExitDelegate += delegate() { }; state.OnUpdateDelegate += delegate() { }; }
void Init_AttackState() { NPCStateNode state = (NPCStateNode)behaviorStateMachine.GetState((int)BehaviorState.Attack); state.OnEnterDelegate += delegate() { Debug.Log("Entering Attack"); myShoot.StartAttackAnimation(); }; state.OnExitDelegate += delegate() { Debug.Log("Exiting Attack"); }; state.OnUpdateDelegate += delegate() { }; }
void Init_DamageState() { NPCStateNode state = (NPCStateNode)behaviorStateMachine.GetState((int)BehaviorState.Damaged); // Add a text message to the OnEnter and OnExit delegates. state.OnEnterDelegate += delegate() { Debug.Log("OnEnter - DAMAGE"); }; state.OnExitDelegate += delegate() { Debug.Log("OnExit - DAMAGE"); }; state.OnUpdateDelegate += delegate() { }; }
void Init_MoveState(INPCMove movement) { NPCStateNode state = (NPCStateNode)behaviorStateMachine.GetState((int)BehaviorState.Move); // Add a text message to the OnEnter and OnExit delegates. state.OnEnterDelegate += delegate() { Debug.Log("Entering Moving"); animator.SetBool("moving", true); }; state.OnExitDelegate += delegate() { Debug.Log("Exiting Moving"); myMove.Stop(); }; state.OnUpdateDelegate += delegate() { myMove.Move(); }; }