public override void Update(ITestFSM_ForAttack entity) { ++m_count; Debug.Log("update attack" + m_count); if (m_count > 10) { entity.ChangeState(TestMoveState.GetInstance()); } }
void Awake() { m_stateMachine = new StateMachine <TestFSM, IState <TestFSM> >(this, TestMoveState.GetInstance()); m_stateMachine.ChangeState(TestMoveState.GetInstance()); }