void Update() { switch (CurrentEnemyState) { case TheEnemyState.Killing: OnKillingEvent.Invoke(); break; case TheEnemyState.Search: OnSearchEvent.Invoke(); break; case TheEnemyState.Dying: OnDyingEvent.Invoke(); break; case TheEnemyState.Idle: OnIdleEvent.Invoke(); break; } }
// Update is called once per frame void Update() { switch (CurrentEnemyState) { case TheEnemyState.Killing: OnKillingEvent.Invoke(); break; case TheEnemyState.Search: OnSearchEvent.Invoke(); break; case TheEnemyState.Dying: OnDyingEvent.Invoke(); break; case TheEnemyState.Idle: OnIdleEvent.Invoke(); break; default: throw new ArgumentOutOfRangeException(); } }