void GoToState(NPC_EnemyAction newState) { if (currentAction != NPC_EnemyAction.NONE) { switch (currentAction) { case NPC_EnemyAction.IDLE: ActionEnd_Idle(); break; case NPC_EnemyAction.INSPECT: ActionEnd_Inspect(); break; case NPC_EnemyAction.PATROL: ActionEnd_Patrol(); break; case NPC_EnemyAction.ATTACK: ActionEnd_Attack(); break; } } currentAction = newState; switch (currentAction) { case NPC_EnemyAction.IDLE: ActionInit_Idle(); break; case NPC_EnemyAction.INSPECT: ActionInit_Inspect(); break; case NPC_EnemyAction.PATROL: ActionInit_Patrol(); break; case NPC_EnemyAction.ATTACK: ActionInit_Attack(); break; } }
public void SetAction(NPC_EnemyAction newAction) { currentAction = newAction; }