virtual protected void InitState() { State moveState = new MoveState(); State attackState = new AttackState(); State hitState = new HitState(); State skillOneState = new SkillOne(); State skillTwoState = new SkillTwo(); State skillThreeState = new SkillThree(); State idleState = new IdleState(); moveState.Init(this); attackState.Init(this); hitState.Init(this); skillOneState.Init(this); skillTwoState.Init(this); skillThreeState.Init(this); idleState.Init(this); _stateDic.Add(eSTATE.MOVE, moveState); _stateDic.Add(eSTATE.ATTACK, attackState); _stateDic.Add(eSTATE.HIT, hitState); _stateDic.Add(eSTATE.SKILLONE, skillOneState); _stateDic.Add(eSTATE.SKILLTWO, skillTwoState); _stateDic.Add(eSTATE.SKILLTHREE, skillThreeState); _stateDic.Add(eSTATE.IDLE, idleState); }
override protected void InitState() { base.InitState(); State attackState = new PlayerAttackState(); attackState.Init(this); _stateDic[eSTATE.ATTACK] = attackState; State moveState = new MoveState(); moveState.Init(this); _stateDic[eSTATE.MOVE] = moveState; State hitState = new PlayerHitState(); hitState.Init(this); _stateDic[eSTATE.HIT] = hitState; State skillOneState = new SkillOne(); skillOneState.Init(this); _stateDic[eSTATE.HIT] = skillOneState; State skillTwoState = new SkillTwo(); skillTwoState.Init(this); _stateDic[eSTATE.HIT] = skillTwoState; State skillThreeState = new SkillThree(); skillThreeState.Init(this); _stateDic[eSTATE.HIT] = skillThreeState; State idleState = new PlayerIdleState(); idleState.Init(this); _stateDic[eSTATE.IDLE] = idleState; }